



The ability to increase the DPS of others needs to go away completely. For everyone. I will continue to shun any and all suggestions otherwise. I was taken a back when I learned how many ASTs were upset by the changes, and honestly was unaware that they enjoyed going through the multiple layers of RNG and the different effects of the cards. I thought y'all were just about the balance. It is ironic that damn card is what 'evolved' the card system to what it will be in 5.0.
In terms of AST cards, I feel that all six should continue to have different effects, but none of those effects are a DPS increase. Cards can be all kinds of different beneficial effects, but need to be useful in just about any given situation. They still grant seals, and Divination is a high potency AoE offensive skill, and the damage is based off of those. The highest damage coming from having 3 of one type, or 3 different seals. Royal Road and Spread are still around. Seals are granted by RR or Play, and Spread takes that card out of the deck so you cannot get it again until you use it or put it back in the deck.
Some possible card effects I thought of are (all are ogcd):
Def^
MDef^
Damage reduction^
Increase MP regen
MP restore
ST heal
Haste (for AST only even with RR AoE buff)
ST damage
ST damage+blind (lower potency)
ST damage+stun (lower potency)
My personal idea on new card effects were:
Bole: Current Convalescence buff
Balance: current Awareness buff.
Spire: A buff to target that causes them to be healed with attacks a % of the damage taken.
Arrow: Still a haste (as the GCD keeps it from being too powerfull)
Ewer: Still a MP regen. With capped 10k MP across the board, mana may be in short supply.
Spear: Still a crit-chance buff.
I dont mind the 3 seals mini-game. I dont mind the 3-minut cooldown buff being an AOE Direct Damage buff. But the 6 cards NEED to be something different. Or we may as well all roll WHM/Scholar and just take a 99 stack of food with us for a 60m long +8% damage buff.
War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.
For me it would be: FIRST PLZ! give Royal/Spread, TD and Celestial Opossition EXTENDO xD
Balance: 10% Damage Dealt
Ewer: Mp Regen
Spear: Crit
Spire: Direct Hit
Bole: Def 20%
Arrow: Reduce casting/autoattack/skills
Lady and Lord could be what they want for 8% for ranged/melee.
Divination trait: time reduction everytime you use a card as for AoE attack potency of 3-4% but with the warranty to have it.
Keeping Balance, or 'any' card with a direct damage increase just keeps us in the same "fishing for balance" boat that led to the train-wreck that is 5.0 astro. :TFor me it would be: FIRST PLZ! give Royal/Spread, TD and Celestial Opossition EXTENDO xD
Balance: 10% Damage Dealt
Ewer: Mp Regen
Spear: Crit
Spire: Direct Hit
Bole: Def 20%
Arrow: Reduce casting/autoattack/skills
Lady and Lord could be what they want for 8% for ranged/melee.
Divination trait: time reduction everytime you use a card as for AoE attack potency of 3-4% but with the warranty to have it.
Im all for keeping the 3-minute cooldown as being a +direct damage AOE effect (gives us something to work towards while healing). But that type of buff needs to stay away from the individual cards.
War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.
Well Direct Hit, Crit, Damage Dealt aren't not the same tbh and depends on the job. If you get bole, arrow, ewer and don't want to use it then use Lady/Lord for teh ranged/melee. But Divination trait would great (maybe to much) xD they could lower our overall dps if they want to but I really hope they give the royal/spread, TD and CO Extendo at least but just dreaming let's see how it turns out on the last live pre Shb(next week).Keeping Balance, or 'any' card with a direct damage increase just keeps us in the same "fishing for balance" boat that led to the train-wreck that is 5.0 astro. :T
Im all for keeping the 3-minute cooldown as being a +direct damage AOE effect (gives us something to work towards while healing). But that type of buff needs to stay away from the individual cards.
Yea, wasnt saying 'all' of your idea was bad. 'only' the direct +Damage partWell Direct Hit, Crit, Damage Dealt aren't not the same tbh and depends on the job. If you get bole, arrow, ewer and don't want to use it then use Lady/Lord for teh ranged/melee. But Divination trait would great (maybe to much) xD they could lower our overall dps if they want to but I really hope they give the royal/spread, TD and CO Extendo at least but just dreaming let's see how it turns out on the last live pre Shb(next week).Any card with pure +damage on it will just leave us right back where we currently are.
War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.
I don't know tbh I see Spear do better on brd than balance, same with arrow for mage, there are roles that work better with speed/dhit/crit than others. But my point was mostly to keep RRoad+Spread+TD+CO as they are, while making lady and lord like they wanted +8% att buff for rng and melee. While Divination a warranty AoE dmg buff (4% let's say) every 2-3 mins but a lower cooldown as you use cards.

Balance - Direct hit increase
Bole - Physical resistance increase
Arrow - Reduces spell/skill/auto times
Spear - Crit hit increase
Ewer - MP regen
Spire - Magic resistance increase
Lord - Damage increase
Lady - Damage resistance increase
Balance is obvious as atm the reason why the dev's see AST as a problem is the balance fishing well now it is kinda like Sprea but still different. Why Bole is oh physical defence and Spire is magic defence is well Bole is the world tree obviously the buff hardens the targets skin, Spire is a great tower that is constantly being attack by Ralgr and his levin bolts so magic made sense to me. I hate how Lady is the same as Lord since IMO Lady should be a protector so a flat def buff works.
Last edited by AvenoMatt; 06-04-2019 at 11:04 AM.
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Any card with pure +damage on it will just leave us right back where we currently are.



