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  1. #1
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    Quote Originally Posted by Almatiel View Post
    So, 6% and 8% damage buffs for 15 sec feels super lame and boring (at least for me)
    Even though I still prefer old card system I doubt its coming back
    Here some ideas
    *snip*
    thats a bit too op OP lol

    my idea is leave the card drawing as it is, but buff the divination

    - divination CD is reduce to 120s instead of 180s OR...
    - divination still at 180s CD but, everytime you cast offensive spell like malefic, there is chance to reduce the cooldown by x seconds, and combust also has small chance to do the same. this will motivate people to help a little bit of dps

    then different combo of seal card yield different additional effect like +def, +speed, +additional damage, and so on

    and balance the other skills

    - increase gravity potency
    - celestial opposition initial cure potency should be a little bit higher
    - reduce the initial radius of earthly star, should always be on stellar domination effect, but when it reach the 2nd phase, it give you bigger radius instead.
    - collective unconscious need to change or an upgrade. whm now have wing that give same effect, bigger radius (30y) and they can do other stuff while the buff in effect.

    and lastly just because.... we saw urianger throw cards like gambit to attack. we need that skill too =D
    (1)

  2. #2
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by gumas View Post
    thats a bit too op OP lol

    my idea is leave the card drawing as it is, but buff the divination

    - divination CD is reduce to 120s instead of 180s OR...
    - divination still at 180s CD but, everytime you cast offensive spell like malefic, there is chance to reduce the cooldown by x seconds, and combust also has small chance to do the same. this will motivate people to help a little bit of dps

    then different combo of seal card yield different additional effect like +def, +speed, +additional damage, and so on

    and balance the other skills

    - increase gravity potency
    - celestial opposition initial cure potency should be a little bit higher
    - reduce the initial radius of earthly star, should always be on stellar domination effect, but when it reach the 2nd phase, it give you bigger radius instead.
    - collective unconscious need to change or an upgrade. whm now have wing that give same effect, bigger radius (30y) and they can do other stuff while the buff in effect.

    and lastly just because.... we saw urianger throw cards like gambit to attack. we need that skill too =D
    Agreed, but in addition, I'd like seals to be applied outside of combat.

    It's an arbitrary restriction, all it does is delay your initial Divination by 1m into a fight, which means you miss out on the first burst phase.
    But it introduces clunky issues whereby you're forced to start a fight with a Combust, Aspected Benefic or an Intersection, whether you need to or not, and you run the risk of wasting a card if you use it towards the end of a pull when the last enemy is killed a fraction of a second before you use it.
    (0)

  3. #3
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Seraphor View Post
    Agreed, but in addition, I'd like seals to be applied outside of combat.

    It's an arbitrary restriction, all it does is delay your initial Divination by 1m into a fight, which means you miss out on the first burst phase.
    But it introduces clunky issues whereby you're forced to start a fight with a Combust, Aspected Benefic or an Intersection, whether you need to or not, and you run the risk of wasting a card if you use it towards the end of a pull when the last enemy is killed a fraction of a second before you use it.
    The tentative opener posted in the Balance does not delay Divination, but rather use Swiftcast and Lightspeed in an attempt to get it out as fast as possible to line up with other buffs.

    Pre-pull:
    -12 ~ -9s — Earthly Star
    -5s: Aspected Benefic
    -4s: Arcana prepull, if possible
    -3s: Draw
    -2s: Sleeve Draw
    -1.5s: Malefic IV

    Pull:
    0s: Malefic IV hits > Swiftcast
    1s: Combust III > Play, Draw
    3.5s: Malefic IV > Play, Lightspeed

    And then it branches depending on cards and seals you have received and will receive in the next few GCDs:

    6s: Malefic IV > Draw, Play/Redraw
    8.5s: Malefic IV > Divination/Play/Redraw, Draw/Divination/Play
    11s: Malefic IV > Arcana/Draw/Divination, Play/Arcana/Draw
    13.5s: Malefic IV > continue/Play/Arcana, continue/continue/Play

    Obviously, this is subject to change, but I have read that it may be better to do a 4% Divination if the cards are not favoring you for the 6% rather than cause Divination to drift too much, as that will result in future Divinations also drifting out of buff windows. That’s min-maxing/optimization territory, but for regular stuff, you can still do Divination within the opener without delaying it to 1 minute (unless it’s sub-70 content where you don’t have Sleeve Draw). You just have to become a concert pianist to do it.
    (2)

  4. #4
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by HyoMinPark View Post
    The tentative opener posted in the Balance does not delay Divination, but rather use Swiftcast and Lightspeed in an attempt to get it out as fast as possible to line up with other buffs.

    Pre-pull:
    -12 ~ -9s — Earthly Star
    -5s: Aspected Benefic
    -4s: Arcana prepull, if possible
    -3s: Draw
    -2s: Sleeve Draw
    -1.5s: Malefic IV

    Pull:
    0s: Malefic IV hits > Swiftcast
    1s: Combust III > Play, Draw
    3.5s: Malefic IV > Play, Lightspeed

    And then it branches depending on cards and seals you have received and will receive in the next few GCDs:

    6s: Malefic IV > Draw, Play/Redraw
    8.5s: Malefic IV > Divination/Play/Redraw, Draw/Divination/Play
    11s: Malefic IV > Arcana/Draw/Divination, Play/Arcana/Draw
    13.5s: Malefic IV > continue/Play/Arcana, continue/continue/Play

    Obviously, this is subject to change, but I have read that it may be better to do a 4% Divination if the cards are not favoring you for the 6% rather than cause Divination to drift too much, as that will result in future Divinations also drifting out of buff windows. That’s min-maxing/optimization territory, but for regular stuff, you can still do Divination within the opener without delaying it to 1 minute (unless it’s sub-70 content where you don’t have Sleeve Draw). You just have to become a concert pianist to do it.
    Some nice theory crafting, but it still seems to be a workaround for an issue that shouldn't exist (and if anything, shows how it's even more redundant of a limitation) and the clunkiness of losing seals to badly timed cards is still a problem.
    And of course, this isn't possible pre-70.
    (1)

  5. #5
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Seraphor View Post
    Some nice theory crafting, but it still seems to be a workaround for an issue that shouldn't exist (and if anything, shows how it's even more redundant of a limitation) and the clunkiness of losing seals to badly timed cards is still a problem.
    And of course, this isn't possible pre-70.
    Most of the ASTs I’ve talked to do not like the clunkiness when it comes to the Divination/Sleeve Draw windows simply because of all the button pressing—it’s busy in the worst way possible. I typically like the busy jobs with a lot of double-weaving, but this just feels bad. I don’t know how to explain it other than I feel like I’m doing a lot of work.

    Ideally, you want to try and toss out as many Minor Arcana cards while Divination is active since they are 8% over the 6% (though the opening one would be different since you can’t get seals out of combat and you need them for Div), but this also involves Drawing and Minor Arcanaing everything, and THEN hitting Play. It’s extremely cumbersome (especially for controllers where I can’t mouseover macro them and have to do soft-targeting shenanigans); and you have to save Lightspeed for the windows, or otherwise you risk hurting raid DPS by not getting your cards out in time. Which means that Lightspeed also lost some of its versatility to be used for periods of heavy movement, MP conservation for heavy healing moments, or for some sweet Gravity spam on trash pulls.

    One suggested Sleeve Draw bypassing the Draw mechanic, where you get 3 random cards (that stack kind of like charges), and then you can Minor Arcana > Play them one by one without having to hit Draw every time. It would still require Lightspeed to execute smoothly, though, I think. Simply because you’d have to double-weave the MAs and Plays in between keeping your GCD rolling—so this wouldn’t solve the needing LS issue, but it would maybe mitigate some of the pianistness of it all.

    But this is still an issue in sub-70 content, and I think the only fixes would be to either lower Sleeve Draw’s acquisition (which seems unlikely), or change the seal mechanic and allowing you to accumulate them outside of combat for the opening Divination—though...that would require some long pre-pull countdowns, and I don’t think the developers particularly liked the 60-second Infuriate countdown from HW that WARs had lol.
    (0)
    Last edited by HyoMinPark; 07-09-2019 at 07:31 PM.
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  6. #6
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    I'd like seals to be applied outside of combat
    ah yeah this too, or at least the moment we enter combat (or someone in party trigger it) we can apply card seal. i keep getting no seal in when the combat start just because the game still assume me not in combat yet (because i havent dont anything to harm or help my party in combat yet)
    (2)

  7. #7
    Player
    witmsatfm's Avatar
    Join Date
    Jul 2019
    Posts
    1
    Character
    Kisaki Tosane
    World
    Brynhildr
    Main Class
    Dark Knight Lv 80
    I think if they just extended the length of cards to 30s and lowered the cooldown of divination from 180s to 90s and also extended its length to 30s it would be fine.

    I think white mage’s mp regeneration is unfair to the other healers though and now that protect is gone it has felt harder for me to keep mp then it was before. I didn’t like the changes to the abilities as well because it took away all the diversity to the job so what I really would like to see is this.

    Change draw and play back to their old functions.

    Keep Balance the same but add 5% damage to all jobs

    Keep Bole the same but add 5% to defense

    Keep Arrow the same but add 5% to speed

    Keep Ewer the same but have it restore 2000mp

    Just delete Spire and Spear from the game.

    Have divination only require two seal Balance and Ewer Become Solar and Bole and Arrow become Lunar.

    Change divination to double the effects of next card played and spread to all nearby allies. Recast time 90s Cannot be stacked.

    Reduce stacked redraws from three to two.
    (0)
    Last edited by witmsatfm; 07-09-2019 at 08:21 PM.

  8. 07-09-2019 08:13 PM
    Reason
    Mistake

  9. #9
    Player
    Boomsmash's Avatar
    Join Date
    Apr 2018
    Posts
    63
    Character
    Arasgar Horo
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    The issue with all this is twofold with a few branches along each.

    1) AST healing and damage is the worst of the 3 (some claim 3000 DPS worse, which is obscene), before buffs get involved. When buffs get involved it gets even worse. No, having more output for 10s doesn't "fix it", that's 4 casts. You'd be lucky to pull even.

    2) Cards weren't that broken. Now the constellations literally mean nothing, it's all seals and card edges to shuffle around an identical buff. The old AST had a tool for everyone in their toolbox. The new AST just has a hammer marked, "Hit Harder" that requires a double wrist and experience with 3 Card Monty.

    I said this on the main AST thread, but my QoL improved some by making the card display big and pushing it as far offscresn as I could so I could focus on just seals and edges. When you're better off not seeing what was/is a defining element of the entire job's story questline, you've failed as a designer.
    (0)
    Last edited by Boomsmash; 07-09-2019 at 11:34 PM.

  10. #10
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    734
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    I hadn't though of making a hybrid between the new and old card system. I kind of like it now that I've seen it suggested. The 5% is probably too strong for what would be essentially a constant damage buff though. The cards would also still tied to randomness which would dilute the usefulness of the secondary effects like it did in the old system. I'd like to see something that gives you more control over the cards drawn, but I'm not sure how to do that without adding a ton of buttons to AST. Maybe an ability to provides a predetermined card to a given role, like under this ability any card given to a tank becomes a Bole? Or maybe rework MA to allow for more control over card effects. Pressing MA once gives you Lord which include a Bole effect, twice gives you Lady which regens MP.

    As far as healing goes, I just want the old everything back. Skill balancing was needlessly excessive for things like CU, extending effects was a nice ability, and stun was useful.
    (0)

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