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  1. #1
    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.

  2. #2
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by IanFrench View Post
    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
    While I absolutely agree CO needs to be stronger, another way to do that is reduce the Recast to match Intersection. Buffing the potency sounds nice on paper, but CI feels so good in its current state despite its low potencies because it has a short cooldown.

    As for cards … I strongly disagree that they need to be longer duration. Lets assume our AST is feeding just one person.
    Take for example, a Bard with Raging strikes on a fight that lasts for 8 minutes. RS is usable 6 times for a total duration of 120 seconds.
    In contrast, an AST uses Draw (Without SD) 16 times in the same fight. 13 times the Bard received an 8% damage up, 3 times for 6% for Seals. So our theoretical Bard had an 8% Damage Up effect for 195 seconds, with a further 45 seconds of 6% for a grand total of 240 seconds worth of bonus damage.

    Now double those durations. Do you see the problem? Someone with better Maths than I could tell you the average bonus damage RS provides vs Cards. This isn't even counting the party wide effects of Div which would happen twice each for a total of 30 seconds of further boosted damage nor Sleeve Draw which can provide even more uptime.

    The old 30 second durations made total sense, since Balance was a 1 in 6 draw. You also needed to hold that Balance you did draw in order to burn a Spire/Ewer on AoE RR. So in practice, the best the old cards could do was 5% to the party at best, once per minute. But RNG was never kind enough to provide you with that perfect scenario for an entire fight.
    Even were you pushing cards to singular players every 30 seconds for 30 seconds, You had a 3 in 6 chance to draw a DPS card. Averaged over the course of a fight … That's 50% uptime. No different to what we have now.
    As a final note, Not all DPS cards were made equal. 10% Haste was not equal to 10% Crit or 10% raw Damage.
    This fluctuation in damage yields and uptime is quite likely the reason all cards are now 6% at 50% uptime.
    (2)