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  1. #1
    Player
    Capulse's Avatar
    Join Date
    Jun 2019
    Posts
    2
    Character
    Cayleen Aubrenard
    World
    Hyperion
    Main Class
    Astrologian Lv 70

    AST: Card rework alternative

    Goal: Cards will apply to a role, allowing everyone to benefit in a way
    relevant to their role. Or, cards can be played to increase dps
    but you wont progress seals.

    Solar Seal
    Spear Melee DPS 6% increase
    Arrow Ranged DPS 6% increase

    Celestial Seal
    Bole Tank %damage taken reduced
    Spire Tank Shield effect

    Lunar Seal
    Ewer Healer Mana 10% or refresh
    Balance Healer %healing increase

    OR 3%dmg to other classes and Seal Gained


    Incorrect match allows seal progression but it would have given a
    better damage output if used in the minor arcana

    /////////////////////////////////////////////////////////////////////////
    Reduce cooldown of Divination will push more role based card play
    (120s Cd)
    4 Draws,4 Redraw gained, 0-1 Sleeve(1 Draw, 2 3s CD Draws)
    (0)

  2. #2
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    The only problem with 'any' card system that has 1 or 2 cards that give a direct damage increase, is that those are the 'only' cards any of the 'meta players' will want. They will just go back to 'fishing for balance' again.

    Your Bole, Spire, Ewer and Balance cards are good alternatives, but Anything resembeling 'balance' (such as your Spear/Arrow) will just bring us full circle to the 'fishing for balance' that's caused them to gut our card system in the first place
    (2)

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

  3. #3
    Player
    Cyrocco's Avatar
    Join Date
    Aug 2015
    Location
    Wingardium Lominsaaa
    Posts
    266
    Character
    Lutemis Rangar
    World
    Adamantoise
    Main Class
    Lancer Lv 10
    Solar
    Balance +10% Proc Chance on relevant abilities
    Bole Reduce Damage Taken by 10%

    Celestial
    Arrow +10% Speed
    Spear +10% Healing Potency on Target

    Lunar
    Ewer MP Refresh
    Spire Increase Buffs on Target by 10% of their base power
    (1)

  4. #4
    Player
    Greywolfamakir's Avatar
    Join Date
    Aug 2013
    Posts
    311
    Character
    Greywolf Amakir
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    OP...no please, no.

    We don't need more inconsistency on AST. New AST cards design is way better than HW/SB design, so please, don't break it.
    (1)

  5. #5
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Greywolfamakir View Post
    OP...no please, no.

    We don't need more inconsistency on AST. New AST cards design is way better than HW/SB design, so please, don't break it.
    New card design is no 'design'

    You can literally accomplish the exact same thing by simply giving us 2 skills and removing the entire flashy ui that is in place to make it 'seem' like the cards are still relevant.

    1 for the +3% buff you can give anyone, and the +6% AOE buff you give everyone once every 3 minutes.

    boom.. New astro. 2 whole skills to do decides healing.

    or.. you could just replace the Astro with another WHM or a Scholar. And just make sure everyone in your group has a 99 stack of Braised Pipira's. Which is a food item that gives you essentially the same 1 single buff Astro's in 5.0 have.

    That 'inconsistency' that you hate, is what alot of Astro players Liked. If you didnt want to play with 'fate', then play a WHM or a Scholar, dont force us to lose the 1 thing that set Astro apart from WHM just so your happy with a weaker WHM with a single buff they can hand out
    (6)

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

  6. #6
    Player CorbinDallas's Avatar
    Join Date
    May 2015
    Posts
    745
    Character
    Korbin Dallas
    World
    Twintania
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Rahspdoy View Post
    New card design is no 'design'

    You can literally accomplish the exact same thing by simply giving us 2 skills and removing the entire flashy ui that is in place to make it 'seem' like the cards are still relevant.

    1 for the +3% buff you can give anyone, and the +6% AOE buff you give everyone once every 3 minutes.

    boom.. New astro. 2 whole skills to do decides healing.

    or.. you could just replace the Astro with another WHM or a Scholar. And just make sure everyone in your group has a 99 stack of Braised Pipira's. Which is a food item that gives you essentially the same 1 single buff Astro's in 5.0 have.

    That 'inconsistency' that you hate, is what alot of Astro players Liked. If you didnt want to play with 'fate', then play a WHM or a Scholar, dont force us to lose the 1 thing that set Astro apart from WHM just so your happy with a weaker WHM with a single buff they can hand out
    Cards aren't the only thing setting them apart from WHM, and to think so is foolish.

    What sets it apart right now is the incredible off global toolkit combined with the 1.5s Malefic cast time, allowing it to heal and DPS within the same GCD with little to no drawbacks. The cards are just the icing on the cake at that point. If cards didn't exist AST would still outperform WHM thanks to the sheer versatility provided by their kit.
    (0)

  7. #7
    Player
    Cyrocco's Avatar
    Join Date
    Aug 2015
    Location
    Wingardium Lominsaaa
    Posts
    266
    Character
    Lutemis Rangar
    World
    Adamantoise
    Main Class
    Lancer Lv 10
    Quote Originally Posted by Greywolfamakir View Post
    OP...no please, no.

    We don't need more inconsistency on AST. New AST cards design is way better than HW/SB design, so please, don't break it.
    Well now I'm interested, if you prefer the new kit, what made you pick up AST in the first place?
    (5)

  8. #8
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    Quote Originally Posted by CorbinDallas View Post
    Cards aren't the only thing setting them apart from WHM, and to think so is foolish.

    What sets it apart right now is the incredible off global toolkit combined with the 1.5s Malefic cast time, allowing it to heal and DPS within the same GCD with little to no drawbacks. The cards are just the icing on the cake at that point. If cards didn't exist AST would still outperform WHM thanks to the sheer versatility provided by their kit.
    Without the cards, they are WHM's with just slightly different DPS skills. Which is essentially what they are in 5.0. A WHM with a food item they get to pass around every so many seconds depending on which face of the coin they now flip tells them to give it to.

    The Card system is what set them apart from being just another WHM. Just as the Farie sets Scholars apart from the same.
    (4)

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

  9. #9
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    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)
    (2)

  10. #10
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    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.
    (1)

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

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