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  1. #1
    Player
    Almatiel's Avatar
    Join Date
    Jun 2019
    Posts
    18
    Character
    Al'matiel Flamarine
    World
    Zodiark
    Main Class
    Astrologian Lv 80

    AST card system idea

    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

    (1)

    The Balance - increases damage dealt by 5% and increases HP recovery via healing actions by 10% for 30 sec
    Additional Effect: Grants a Solar Seal

    The Bole - increases damage dealt by 5% and decreases damage taken by 10% for 30 sec
    Additional Effect: Grants a Solar Seal

    The Arrow - increases damage dealt by 5% and reduces weaponskill/spell cast time and recast time, and auto-attack delay by 5% for 30 sec
    Additional Effect: Grants a Lunar Seal

    The Ewer - increases damage dealt by 5% and gradually restores mp over time (Potency: 25) for 30 sec
    Additional Effect: Grants a Lunar Seal

    The Spear - increases damage dealt by 5% and increases crit hit rate by 5% for 30 sec
    Additional Effect: Grants a Celestial Seal

    The Spire - increases damage dealt by 5% and increases direct hit rate by 8% for 30 sec
    Additional Effect: Grants a Celestial Seal

    (2)

    Minor Arcana - converts currently drawn arcanum into the Lord of Crowns when Balance, Arrow, or Spear, or the Lady of Crowns when Bole, Ewer, or Spire

    Lord of Crowns - increases damage dealt by a party member or self by 15% if target is melee DPS or tank, or 8% for all other roles.
    Duration: 15s

    Lady of Crowns - increases damage dealt by a party member or self by 15% if target is ranged DPS or healer, or 8% for all other roles.
    Duration: 15s

    (3)

    Divination - increases damage dealt by 10%
    - decreases damage taken by 10%
    - increases HP recovery via healing actions by 10%
    Can only be executed after obtaining three Seals of Arcana by playing at least three arcanum.
    Effectiveness is determined by the number of different types of seals in play.
    1 Seal Type: 2%
    2 Seal Types: 5%
    3 Seal Types: 10%
    Duration: 20s

    (4)

    Redraw - 3 charges. After 30 sec recharge all 3 at once

    (!)

    I hope its not too op, but I think since ast is a buffer healer, his buffs should be strong AND different
    (2)

  2. #2
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    I'd swap Balance and Spire effect.
    Because Solar seal is purely support cards while Cestial is purely damage.

    This way, for each seal, you have an additionnal support effect if needeed, and if not, you can just go for slighty better damage increase.


    But there's a slight problem with that system. You can't use a card without messing your current loaded seal.
    If we had to way to save seal so that any other cards used won't interfere with it, it could work.

    15% damage for minor arcana cards is a bit too much.

    Otherwise, I had almost the same idea as you, so i'd support reworking the card system in that way.
    Same for Divination. Having multiple effect would justify this awfully long CD.
    (2)

  3. #3
    Player
    IanFrench's Avatar
    Join Date
    Jul 2017
    Posts
    79
    Character
    Ian French
    World
    Behemoth
    Main Class
    Astrologian Lv 80
    I feel this might be too OP.

    AST's main problems are
    1. CU&CO are too weak. Extremely unacceptable comparing to its counterpart Sacred Soil/Asylum/Assize.
    2. new card system is a trash (keep you busy for nothing), 15 secs card duration is like a joke to AST players, and divination is on 180s CD for 15s buff...
    3. Mana management, both whm and sch have their unique ability for mana generation other than Lucid Dreaming, AST used to have Ewer (RNG, but can be extended if necessary). In ShB this has been removed without any compensation.

    My suggestion:

    1. Reverse the changes to CU and double the current CO potency,
    2. Cards need to last at least 30s long, and some other changes need to be done as well, especially Sleeve Draw (immediately give 3 seals and restore divination CD maybe, but feels too OP again)
    3. Give CO mana regeneration ability at least 10% since it has 120s CD (Scholar has 10% mp return on 60s CD, Whm has 5%mp return on 45s CD), that way AST still have the weakest MP return among the three healers which is exactly what the Dev desired (ironic)!!
    (1)
    Last edited by IanFrench; 07-08-2019 at 06:06 AM.

  4. #4
    Player
    Cyrocco's Avatar
    Join Date
    Aug 2015
    Location
    Wingardium Lominsaaa
    Posts
    266
    Character
    Lutemis Rangar
    World
    Adamantoise
    Main Class
    Lancer Lv 10
    Giving Astrologian massive +% Damage is a surefire way to repeat the previous meta of AST being the mandatory healer. Stacking with Sleeve Draw, we'd be looking at a possible +15% Damage with additional effects on each DPS, or 25% flat DPS gain, being the strongest damage buff Astrologian would have to date, as well as exceeding whatever damage any other healer could personally contribute, and vastly superior to any other buff in the entire game.

    Your Redraw changes are essentially "Let's just remove the RNG entirely." Allowing for four cards to be decided on within a 30 second window, you may as well have removed the Seal requirement from your Divination.

    If I were to line up my buffs perfectly I could achieve:

    +25% Damage
    +20% Healing Potency
    +10% HP Recovery
    +20% Damage Reduction

    Which part of this is supposed to be fair to the other healers?
    (1)

  5. #5
    Player
    Almatiel's Avatar
    Join Date
    Jun 2019
    Posts
    18
    Character
    Al'matiel Flamarine
    World
    Zodiark
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by KDSilver View Post
    I'd swap Balance and Spire effect.
    Because Solar seal is purely support cards while Cestial is purely damage.

    This way, for each seal, you have an additionnal support effect if needeed, and if not, you can just go for slighty better damage increase.


    But there's a slight problem with that system. You can't use a card without messing your current loaded seal.
    If we had to way to save seal so that any other cards used won't interfere with it, it could work.

    15% damage for minor arcana cards is a bit too much.

    Otherwise, I had almost the same idea as you, so i'd support reworking the card system in that way.
    Same for Divination. Having multiple effect would justify this awfully long CD.
    Well, minor arcana lasts only 15 sec, but if its still too strong, we could make it 1 min cd or 1.30 min cd so people wont spam it
    About seals
    -maybe give different play button which will trigger the effect of drawn arcanum, but wont give a seal
    -or once you got all 3 different seals, next cards wont change your current seals
    -or create a new spell which would enhance drawn arcanum, but it wont give a seal. for example: Arrow - 5% damage +5% skill/spell speed (gives a seal) --> enhanced Arrow- 5% damage + 10% skill/spell speed (no seal)
    (1)

  6. #6
    Player
    Almatiel's Avatar
    Join Date
    Jun 2019
    Posts
    18
    Character
    Al'matiel Flamarine
    World
    Zodiark
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Cyrocco View Post
    Giving Astrologian massive +% Damage is a surefire way to repeat the previous meta of AST being the mandatory healer. Stacking with Sleeve Draw, we'd be looking at a possible +15% Damage with additional effects on each DPS, or 25% flat DPS gain, being the strongest damage buff Astrologian would have to date, as well as exceeding whatever damage any other healer could personally contribute, and vastly superior to any other buff in the entire game.

    Your Redraw changes are essentially "Let's just remove the RNG entirely." Allowing for four cards to be decided on within a 30 second window, you may as well have removed the Seal requirement from your Divination.

    If I were to line up my buffs perfectly I could achieve:

    +25% Damage
    +20% Healing Potency
    +10% HP Recovery
    +20% Damage Reduction

    Which part of this is supposed to be fair to the other healers?
    well i never said it was 100% fair and balanced
    its just an idea
    also other healers could get some huge buffs as well, its always better when everyone is op then all are equally underwhelming

    I dont know how you calaculated those values if minor arcana and normal cards cant stack with each other. It can with divination, but it still wont look like that
    more like 25% damage, 10% healing and 10%reduction
    and if 25% is too much, then minor arcana shouldnt stack with divination
    (1)

  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 Almatiel View Post
    well i never said it was 100% fair and balanced
    its just an idea
    also other healers could get some huge buffs as well, its always better when everyone is op then all are equally underwhelming

    I dont know how you calaculated those values if minor arcana and normal cards cant stack with each other. It can with divination, but it still wont look like that
    more like 25% damage, 10% healing and 10%reduction
    and if 25% is too much, then minor arcana shouldnt stack with divination
    Neutral Sect increasing healing potency by 20% and Collective Unconscious applies a 10% damage reduction. I could easily stack all of these buffs, stand there in my little bubble, and still contribute more than other healers. It's lazy.

    Also, I'd just cast four Minor Arcana cards using Sleeve Draw, and stack Divination. So I can turn all four of my draws into Lord/Lady, and cast Divination, which would be +25% for 20 seconds, and +15% for the remaining 10s.
    (0)
    Last edited by Cyrocco; 07-09-2019 at 03:59 AM.

  8. #8
    Player
    CrazyAce's Avatar
    Join Date
    Apr 2019
    Posts
    31
    Character
    Sunny Sundiver
    World
    Zalera
    Main Class
    Sage Lv 90
    Honestly? Give back the old effects. I don't see what was wrong with the old card effects, other than the Spire being kind of useless (though it was excellent as a burn card). The 5.0 AST changes are just Squeenix trying to fix what isn't broken... and breaking it.
    (3)

  9. #9
    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)

  10. #10
    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)

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