
This statement is completely irrelevant to the point. In fact, you’ve clearly landed so far FROM the point that you may as well be on the Fourth.
Please read the actual conversation before acknowledging the fact that you are a dumbass.



I thought I would not like the change to AST card system
but after some try, turn out not so bad, still need to use my brain to decide redraw or play the card
and seem healing is more intense now
I am actually happy with my AST

Old kit we have 8 unique cards, 5 different types of use. Plus some creative ways to use in dng. You could use all, even some was very situational.Speaking strictly on AST, because it's the only thing I've worked on so far:
Is the card system more fun? No.
Is it necessarily a better kit? No.
Does it relate to the lore? Nah.
Is it a cohesive kit? Yes.
Getting the same card 3-5 times in a row isn't unique to the new kit, it's something that happens with RNG, it's something that happened with the old kit. As for your seals, you only gain them while in combat, and you don't enter combat until you contribute healing or damage. Furthermore, the player you're buffing must also be in combat.
New kit is 8 cards that do 2 different things and the difference is the potency.
They don’t even bother to change the art or the name. Is ridiculous because it was a lazy work, they never put all the effort that they say on balance healing. Is disappointing watch what they did to healing.

Healing this expansion in dungeons for me has been, oh look a group wide aoe, answer it with a lily, oh a tank buster answer it with a lily if a regen isn't enough, while dps spamming. WHM is in a great spot right now, but I fall asleep playing SCH, while it feels clunky with its aetherflow and AST is fun but... you can't help but notice how much weaker this card system is at times.
Healing is only worth the free materia you get from roulettes, it has gotten insanely boring. Forcing heals to access Afflus Misery when the lilly heals are just instant cast media I and cure II feels wrong, especially when the previous way to heal was to get away with as little healing as possible. There is nothing to keep track of other than 1 meager dot and ast had cards to busy themselves with in the meantime. I think that healers all got this massive range of healing skills because they nerfed the mp pool to shits and forces you to use it. There is no way in hell that any trial or raid, even savage, would require that much healing. They didnt before and they certainly wont in the future. Not dpsing as a healer is not fun, it has no decision making and is shallow as all hell when previously it was a LOT more satisfying and dynamic. No bloody wonder that healers are in demand for every roulette.
EDIT: since the release of savage my opinion has changed dramatically. They did tailor fights to make healing a lot more involved and interesting. The way whm work is by using your buffs to do major healing at key points that is more than the sum of the individual spells. As it stands, healing is very satisfying and challenging enough to be interesting.
Last edited by RognarB; 09-11-2019 at 09:44 AM.





I play Dancer nao :>
I assume it happened like I figured it would...they removed unique and fun things from healers and simplified them down more, but still didn't really increase the healing needed for content...so we're stuck doing an even more mindless/boring dps spam during downtime than we had before?
I'm just assuming this is what happened though, I have not tried leveling healer yet, but I will still check it out later and see for myself if it is how it went :x
Like...I wouldn't mind DPSing LESS on healer, they just need to give healers more to heal?

Why does AST still have 8 "different" cards for 4 "different" buffs? Divination feels like an excuse for this. Hunting for cards with different skins (because they are all pretty much the same) is not a fun mechanic.
5.0 AST feels like a pre-alpha from 2.0 AST.
And the worse of all. Less time mage-like spells.
Last edited by BahamutxD; 06-30-2019 at 01:26 PM.
They should have put work into making more complex healing mechanics and rotations. The tiny amount of work they put into the AST card system was something they could have allocated to innovating the healing styles of each job instead of neutering the other aspects of each healer without any compensation. Healers are boring as hell right now and it only took walking into the 71 dungeon for the first time to realize that everything healers had been worrying about before release had actually came to pass. It is no harder to heal than it used to be, but it is harder to not fall asleep while doing it. Also FIX FUCKING BUGS BEFORE RELEASING THEM IN THE ACTUAL GAME
Ha. Haha. HAHAHAHA!
Tiny amount of work. They literally could have made Spire a Direct Hit buff, made Arrow work like Greased Lightning, called it a day and had a better AST card system.
Dev team needs to realize that lowering the skill floor doesn't require lowering the ceiling too.


@OP: the loss of seals likely has to do with not being counted as "in combat" until you actually use a damaging spell or are targeted by an enemy. healing an ally in combat (such as the tank when they pull) does not count, you must use something to tag an enemy before counting as being in combat, and therefore able to gain the seals from cards.
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