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  1. #1
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by PaulH View Post

    Question as this is a level headed AST review. How viable is a NOCT stance as in stands a AST? does it get easier in SHB? (I get we have adjustments coming up)
    It’s not like you can’t complete content if you’re using Nocturnal Sect, but it is going to be more taxing on MP because of the increased MP cost.
    Once you learn Celestial Intersection and Neutral Sect, Nocturnal Sect loses quite a bit a value because you can still create serviceable shields while in Diurnal Sect.

    I also find that in dungeons it’s easier to create comfortable downtime for DPS/card usage in Diurnal Sect just because of the ease of stacking regens from Collective Unconscious, Aspected Benefic/Helios, Celestial Opposition, and that’s before throwing in shields from Celestial Intersection and Neutral Sect. Plus, you’re using less MP in Diurnal on Aspected Benefic that can go towards another Malefic / Benefic / etc.

    I feel like in an ideal world, Nocturnal Sect is for a less offensive approach than Diurnal. Because of the nature of shields needing applied more often than regens (Regen ticks the full duration regardless of incoming damage), if you want to make the most out of shielding you do need to use Aspected Benefic a bit more often, especially in dungeons. That said, you do still have access to regens from Celestial Intersection, Neutral Sect and Collective Unconscious, so it’s not like you can’t create downtime. As a quick aside as well, I feel like spell usage timing is a bit more important than in Diurnal Sect, so it’s less easy to YOLO spam Malefic IV:

    Overall Diurnal Sect does seem to come ahead over Nocturnal Sect, but that’s not to say that you shouldn’t use Nocturnal Sect, as long as you’re aware of what the strengths and weaknesses are. It’s also worth mentioning that we may see adjustments to Nocturnal Sect in the 5.05 patch coming on Tuesday, and these may lessen the gap between the two Sects
    (0)

  2. #2
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    It’s much more deep rooted than mere potency values and balace tweaks. The bottom line is that an AST is expected to play at a higher APM rate than WHM or SCH to the order of 25%. Take a look at the opener mentioned in another thread here. The fact that an AST needs to use lightspeed with sleeve draw to not make themselves clip into oblivion should have massive alarm bells ringing. The fact that they gain so little for it was clearly the last call for evacuation.

    This was not a redesign made by anyone who actually plays a healer in high end content. Honestly, it strikes me as a revamp cooked up by someone as a 4pm Friday night special who was more interested in what they were going to order in the pub in an hours time. It’s not slick, it’s not clever and it’s not well thought out. It’s just a bunch of reactionary changes slapped together with little to no thought given about how they will interact with each other, let alone any other job out there.

    I’m not refusing to play AST because it’s potency values are low. Rather, I’m not playing it because it’s just horrible to try and optimise with at the moment.
    (17)
    Last edited by Sebazy; 07-28-2019 at 01:59 AM. Reason: Fixed that mobile phone grammar somewhat =(
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  3. #3
    Player
    SweetestLily's Avatar
    Join Date
    Jul 2019
    Posts
    303
    Character
    Darling Doll
    World
    Jenova
    Main Class
    Sage Lv 100
    Some of these ridiculous changes to AST just cannot be justified. The class was botched and the proof is in the pf where AST are getting locked out of a spot and every healer in every pf you browse through is a WHM. Hmm, Wonder why?
    (11)

  4. #4
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by LeftHandedLion View Post
    In broad strokes, I like the direction AST has taken in Shadowbringers. The design intentions of the job are very obvious now. Low personal DPS augmented by increasing rDPS.
    Ignoring the fact it's under-tuned for the above to actually be correct (since you address that). The actual statement is incorrect at a deeper level. SE have been downplaying AST's rDPS for the same reason they've been downplaying most synergies. That's why they gimped the system down to a single target buff for the most part. If they wanted high rdps for AST they would've gone a different design route.

    Also the "healing/mitigation is all you bring" comment is also incorrect because healing requirements are lower than ever AND they specifically tuned WHM up for personal damage, I mean they're doing more than tanks and SCH are following tanks as closely as they were in SB (not to mention AST cards are now all dps related). The changes have nothing to do with this and instead everything to do with readjusting skill caps.

    The rest is pretty much what people have been talking about in these forums. So I don't know what makes this more level headed than the rest of the AST feedback here.

    The bottom line is that SE are simply struggling to balance healers, I don't know if it's because they lack experience playing them or what but that's what it is and what it has been over the past couple of expansions already.
    (8)

  5. #5
    Player
    NanaWiloh's Avatar
    Join Date
    Aug 2015
    Posts
    2,463
    Character
    Nana Wiloh
    World
    Lamia
    Main Class
    Astrologian Lv 100
    Thanks for the great post. Nice to see some lvl 80 Ast players posting in detail especially about the healing issues.
    (0)
    Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!

  6. #6
    Player
    Schan's Avatar
    Join Date
    Mar 2016
    Location
    Gridania
    Posts
    585
    Character
    Schan Starfall
    World
    Moogle
    Main Class
    Dragoon Lv 100
    @Sylv
    I basically agree with Hyo.

    You might consider potency buffs a band aid but it's either that or sit on your hands for 2 years waiting for a kit change. I'll take the potency buffs thank you very much.

    I've stated before I think the most glaring issue atm is related to number tweaking: potencies and cooldowns so i guess we disagree that the problem is the sects. Maybe the sect problem will be more noticeable once the numbers are tweaked? To me the sects were more of a glaring problem in the past but not as much anymore. I would guess because the AST kit has evolved to borrow from both sects which i find pretty cool.

    I also think the noct stance needs help. Desperatly.
    (0)

  7. #7
    Player
    Nimloth's Avatar
    Join Date
    Feb 2014
    Posts
    25
    Character
    Jacqueline Bellerose
    World
    Ultros
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by LeftHandedLion View Post

    #3 rDPS is the single most important number in the game (for end-game raiding). After passing mechanics, the group still has to do enough damage. To me, the new card system feels more versatile than the previous while recognizing the importance of DPS. Each card can actually be played optimally; right seal, right role. Although the old utility cards are gone, they only were ever useful in seldom contexts. A caster died and needs some MP. A melee is doing AoE in a dungeon and could use a little bit more TP to keep AoE-ing. You have a BLM therefore Arrow was an option. You have a BRD therefore Spear was acceptable. The cards feel like an improvement to me because of a few reasons. A) Separating Draw and Play were a great choice cause now I'm always drawing every thirty seconds no matter what. This increases the throughput of my cards and the throughput of AST's contribution to rDPS. B) The seals add enough depth to require the AST to consider how to use the card but doesn't overwhelm them from performing elsewhere. C) Every card now contributes to rDPS. This was always, ALWAYS; the primary goal of the AST, get that Balance. Now you're always drawing a semi-Balance every thirty seconds.
    I’d like to thank you for being constructive and providing feedback. Although, I have to say that this review doesn’t seem any more or less level headed than some of the prior threads I’ve read. That aside, I think almost all the AST community can get behind increasing the overall healing output.

    To start with, I disagree with your opinion on seals being enough depth. We went from a system where 2 out of the 6 cards could be used for different Royal Road effects and where 6 cards have drastically different effects. Currently, when you draw a card your options are ranged DPS or melee. I think I can subjectively say that is incredibly boring in general and even more so when compared to the old system.

    I will agree with you that three of the card’s effects were highly situational. That being said, the system was varied, interesting, and objectively provided more options for each card. For the old system, they could have just adjusted certain cards and gave the more situational cards different effects. However, the dev team decided to throw the baby out with the bathwater, so now we are stuck with a clunky mess that seems like a rushed last-minute job.

    As for balance fishing, all of the ASTs I know that participate in high endgame content never fished for a balance, so I’m not sure how much of the community does it. That being said, balance fishing could be fixed by making the other cards appealing and/or nerfing balance to an acceptable amount. Sure, you’d try for a balance, but if it didn’t happen you had options to deal with the card, ranging from using minor arcana to using royal road. The only time I ever felt like the system was bad was when I sleeve drew a Spire in the held slot, a 50% AoE for the Royal Road effect, a Spire in the drawn hand, and a Lady of Crowns in the Minor Arcana slot. Even then, I would only have to discard the held slot since everything else in the hand was useful, even if only to a somewhat minor extent. Again, these small issues can be corrected by changing a few cards and making adjustments to the effects.

    As for Sleeve Draw, in its current state, it’s a clunky nightmare of a mess since you will inevitably end of clipping GCDs minus using Lightspeed. Its prior incarnation was a much better ability and had thought put into it. Simply by using Sleeve Draw in its current state, you can tell that no thought at all was put into the class.

    The current state of AST really shows how little effort was actually put into the healer classes. I mean just looking at all the healer classes, you can tell no one ever took the time to think” “Is this a fun design?”. Sure, the heals are designed well and fun to use, but the development team didn’t adjust outgoing damage enough to mandate using all of your healing kit. Now, we are still stuck with a DPS uptime of well over 80%, a flat card system that is dull to use, and a one-button rotation with one DoT to maintain. Unfortunately, this xpac has shown us that the developers truly don’t understand anything about how healers work in end-game content. I sincerely hope they prove me wrong come Tuesday, but I’m not holding my breath
    (5)

  8. #8
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Nimloth View Post
    To start with, I disagree with your opinion on seals being enough depth. We went from a system where 2 out of the 6 cards could be used for different Royal Road effects and where 6 cards have drastically different effects. Currently, when you draw a card your options are ranged DPS or melee. I think I can subjectively say that is incredibly boring in general and even more so when compared to the old system.
    Minor correction. Royal Road had 3 effects: Expand (AoE, Spire/Ewer), Extend (2x duration, Arrow/Spear), and Enhance (50% stronger effect, Balance/Bole). It was the Minor Arcana where you had only 2 different effects. In total you had 3 modifiers and 8 different effects with 2 effects unable to be modified.
    (4)

  9. #9
    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
    This is quite long... I hope I answered everything thoroughly. Sorry for the novel, but I wanted to try to address each point. I condensed some for the sake of length.

    Quote Originally Posted by Sylve View Post
    While fights are scripted, people are not. Its hard enough keeping DF players in range of a precast Cure III during a stack because its like they're physically repelled from one another upon receiving damage lol.
    While that is the case, in organized groups for things like Extreme trials, Savage, and Ultimate, this is rarely an issue. Even in pug EX trials and Savage, people are generally good about staying in Earthly Star’s radius. There are, of course, instances where things don’t go smoothly, but that’s to be expected in a not-perfect world.

    With damage being scripted, it’s also easy to know when one would need to react in the event unexpected damage occurs to a party member. If someone is clipped by something they shouldn’t have been hit by, having awareness of the fight itself will allow you to react to the situation faster and it will allow you to know what sort of reactionary measures you need to take (e.g., “There’s a raidwide/mechanic coming up, so I need to probably opt for an ED/Benefic II over just an Aspected Benefic so that they can survive the hit” or “There’s no other outgoing damage/imporant mechanic happening for quite some time, so a regen will be fine”).

    Healing is still mostly proactive and should never be viewed from a reactionary point of view. I think the only time it’s reactionary is when one is initially learning the content, and reacting to the boss’s dance moves. But once the routine is learned, everything is expected and healing becomes proactive by nature. Even the unexpected healing caused by others poor awareness or moments of unintentionally spacing out.

    Quote Originally Posted by Sylve View Post
    To elaborate on why I left out Horoscope and Earthly Star, Both have minute long recasts that need to be primed/prepped before damage happens. Yes, Earthly Star is incredibly powerful ... Conditionally. It is dependant on how your party reacts to its presence.
    I've dropped Star before the Stack marker in E2N only for the entire party to move out of it because the one with the stack marker stopped on the wrong side of it.
    When players move out of range of the Star, yes it is frustrating. Just as it’s frustrating for them not stacking for Cure III or being too far spread for Indom. However, that being said, this doesn’t really diminish the impact of the skill itself.
    In the event of tanks moving out of my Star, I simply just Rescue them back into it. I do the same thing when they move out of Asylum. If they move out again, I try to politely inform them that it’s definitely within their best interests to stay in the Star/Bubble and explain that it heals. Most are receptive, however there are the occasional jerks that continue to grief. At that point, though, Vote Dismiss is used faster than any healing tool I have at my disposal.

    And I do find it a bit unfair to disqualify it and Horoscope simply because preparation is required and they have cooldown timers (personally, I don’t find them terribly long—COpp is what I’d consider long). A lot of the other skills you listed also have resources required (Rapture, Indom, Fey Blessing) or have cooldowns attached to them (Indom, Assize), so I don’t feel as if excluding Star and Horoscope is really justified here; even if the opposing skills have shorter recasts. They aren’t shorter by a terrible amount, in my opinion, so I don’t believe it makes that huge of a difference in the end.

    In addition to everything being scripted: preparation is not terribly hard for either of the skills, and you would map them just as you’d map out any of the others listed. Star is usually available during each dungeon pull, for example—it’s rare that it won’t be off cooldown before a tank begins a fresh pull unless things are living way too long/dying really slowly and you’re forced to place it again due to lack of anything else. So you plan around having it there for each pull. Bosses have AOEs where you can prep deploying Horoscope, Aspected Helios after the AOE occurs, and pop it afterwards for an additional top off that the HoTs will finish (I actually used Horoscope a lot during dungeon bosses due to that—like the bat boss in Ravel and the armadillo in Malikah’s).

    It’s just all thinking about healing from a planning/proactive perspective. I feel like that may be where we are differing because I’m not sure how you personally view encounters—if you view them as a timeline where you have a plan laid down for oGCDs or as something else.

    Quote Originally Posted by Sylve View Post
    Cant always just yell at people for being 'bad' too because certain party settings for animations render the Star invisible. I have a decent PC and play with most everything on max except party animations, which I turn to limited because I hate that bosses vanish into a pile of particle effects.
    The only hint that theres a Star active is the dim outline of the radius marker when another AST drops it. Its easy to miss on Limited, impossible to even see at None. . . .Assize/Rapture/Indom/FB don't have that problem. Doesn't matter what the party is doing, those spells will be just as effective in every party. Not so for Earthly Star, its use is dictated by whether or not party members can even see it, let alone stand in it.
    Visibility via settings is something that needs a fix too though lol.
    The Limited animation ring is the same as the full, unhindered/uncalled animation ring. I keep effects on for myself, limited for party, and off for non-party; and I’ve never not seen the ring when its dropped by other ASTs that aren’t myself. Just in case you didn’t know, the indicator is still the same for it—it’s not diminished in any way.

    Personally, I think for things like Star, Asylum, and Sacred Soil, the effects should never be disabled. As in they always show much like how boss effects always show. I think that’s a design the developers should definitely look into. Most systems that can run FFXIV now can stand to have those indicators showing without it affecting performance.

    Quote Originally Posted by Sylve View Post
    Also, the fact that raidwides tend to happen multiple times per minute means there are often times when neither Star or Horoscope are available.
    I'd appreciate tools as an AST that aren't heavily reliant on the party understanding how my stuff works or is required to be primed before utilizing. There's a gulf between parties who understand the limitations of Star and those that don't care. Neither of the other healers suffer that.
    In higher end content, most raidwides are spaced enough that there is always an oGCD heal to respond to them with: be it an AST’s Star, a SCH’s Indom, or a WHM’s Rapture. If multiple raidwides happen in short succession, generally you can judge how much damage your party takes and time oGCD heals after a certain point or you can rely on HoTs (stacked or alone) to tick up the damage without spamming heals—they generally aren’t timed between each hit.

    For example, Garuda’s cleanses in UwU usually saw a spread Adlo for the initial cleanse > Indomitability for the second cleanse > AST CU or WHM Asylum to tick up the second with maybe a Medica II/Aspected on top. After the fourth Friction, she jumps, and healers can take that time (after moving for the Feather Rain mechanic), to top the party up/apply shielding in time for Aerial Blast. This happens within the span of ~30 seconds, with Aerial Blast happening about ~10 seconds afterwards. So there are always answers, it just requires coordination, which unfortunately may not be present in pugs.

    In dungeons, generally HoTs + an oGCD tend to be enough for most of it, since the dungeon raidwides typically aren’t hard-hitting. With the bat boss in Ravel, I used Aspected Helios during his stompy stompy temper tantrum (I cannot recall the name of the mechanic right now...Subtonics or something like that), and the hit of it plus the HoTs were usually enough to top everyone. Afterwards, when he screeches, I would apply the HoTs if need be, but generally I could use an oGCD for that (either have Star placed and ready or utility COpp/CU).

    Quote Originally Posted by Sylve View Post
    Another example of ASTs problems with relying on Star is bosses like Tycoon. In the event someone touches the beams, our ability to respond to that is extremely limited compared to SCH and WHM. We shouldn't have to depend on the party playing perfectly.
    In the event someone touches the beams, the best course of action would be for you respond with Essential Dignity. You don’t prioritize Star for one person making a mistake. If you do not have ED, you respond with a GCD: be it a regen to tick them up gradually or a Benefic I/II.

    Quote Originally Posted by Sylve View Post
    That got a bit long winded .. Sorry. But I hope it at least shows you where I'm coming from in regards to AoE healing.
    As I said above, I think the discrepancies between our views is that I view healing as proactive on a timeline that I still have a script for even in the event someone in my party takes unexpected damage from “standing in the bad” (for lack of a better phrase in my sleepy mind). I’m not sure how you view healing, but I wonder if it’s different from mine, and that’s why we are at odds with some of our specific healing discussions.


    Quote Originally Posted by Sylve View Post
    On potencies specifically, I didn't say changes there would be unwelcome or unhelpful. I do agree we need better potencies and improving them will ease some of the burden.
    But just straight beefing the potencies isn't really a perfect solution. We shouldn't be beholden to long cooldowns to do what the others can do at a baseline.
    Quote Originally Posted by Sylve View Post
    I would actually love to see CU have no recast. Considering it stops us from doing anything at all, being able to snap it on and off at will would be interesting.
    CO's potencies look like its intended to be an AoE version of CI. The roadblock here is its cooldown. Changing that to match CI while also making it share the recast with it could be an interesting way to make it more useful without needing to just buff potencies through the roof to justify the recast.
    I think there is definite room to have cooldowns reduced while also applying potency boosts—mild ones, not overpowered ones. I think both CU and COpp should see a small potency boost and their cooldowns brought down—COpp’s cooldown at the very least. Buffing CU and leaving at 90s would be fine, since it is comparable to Asylum. However, Sacred Soil is still extremely powerful, so I’m not sure how to balance against it.

    With CU, since the Patch 4.4 change to allow its regen and mitigation to apply instantly, we no longer need to loiter in the bubble waiting for it to apply. Depending on its strength (should it be buffed), it could maybe see a cooldown reduction to 60s. But we also don’t want to make it too strong. I’ve seen suggestions to have the regen potency from it be 100, and the duration and recast remain the same pop up before. That way it doesn’t feel like a waste, but it also isn’t broken like it was in Stormblood. I think making it spammable would not be a good idea though. Simply because there’s rarely a reason to spam HoTs in the content in this game.

    COpp most definitely needs a buff in potency and a reduction in its cooldown.


    Quote Originally Posted by Sylve View Post
    I only brought up cards due to this quote from you.
    Do cards need a potency buff? Maybe. Next week will tell us if SE agrees.
    I'm not sure why you'd need to hold Lightspeed to enable Sleeve Draw to be used effectively. Malefic leaves us with a full second to do a Draw. Sleeve Draw charges put Draw to 4 second recasts.
    The 4 second recast on Draw means I can Malefic, draw, Malefic, Redraw/Play/MA and repeat. Lets me double weave even at my latency, but since the next card is a full 4 seconds after the last Draw, theres plenty of time to fit Malefics between fiddling with cards even without them being instant.
    Lightspeed is used with Sleeve Draw because Sleeve Draw is used during a Divination window: they both have 180s recasts, and Divination is AST’s major burst window. Therefore, AST wants to try to toss out as many Minor Arcana’d cards during Divination’s duration to increase their rDPS contribution; so the two are always used in tandem. Because of this, you are constantly double weaving Draw, Minor Arcana, and Play between trying to keep up your cast times, be they Malefics, Benefics, or Helios (Always Be Casting mentality). Not employing Lightspeed during this timeframe means that you cannot double weave card actions without clipping your next GCD, which means lost damage/late healing for you. Malefic’s cast only allows for 1 weave, and Benefic II/Helios/Aspected Helios allow for 0 weaves. You need approximately 0.75s for each oGCD weave.

    Personally, I think AST cards or its damage need a buff. It’s ~900 rDPS behind WHM right now, and ~400 behind SCH at the higher percentiles. It’s really painful to see the disparity between it and the other two right now.

    Quote Originally Posted by Sylve View Post
    What is truly gained by only using Sleeve Draw under Lightspeed? I'm actually genuinely curious. Aside from the obvious double weaves, of course.
    There was a nice picture floating around in the Balance illustrating the branching path a Divination window could take, but I sadly cannot locate it as I am writing this up, so I will try to describe it the best I can with my words.

    The general idea is that you have a Minor Arcana’d card held already in Play before deploying Divination, with Draw on CD and Sleeve Draw at the ready. After deploying Divination, you want to Sleeve Draw; then you are using Draw, Redraw if necessary (in the event you are drawing cards for roles that already have cards applied), Minor Arcana, and Play as many cards as you can during Divination’s duration so that you have buffs stacked to increase the effectiveness of the window (Divination’s 6% plus Lord/Lady 8%). Especially since it stacks with other major 180s raid buffs such as Battle Litany and Battle Voice—this only increases its effectiveness and is a DPS gain to the party.


    Lightspeed is necessary to prevent GCD clipping, loss of damage, and loss of healing (if you are having to heal during this period). If you do not employ Lightspeed, you cannot double weave all the actions needed during Divination’s window to effectively maximize your raid damage. It’s actually truly horrible to do in practice and feels extremely clunky—at least, in my opinion. Opting to single-weave is a noticeable loss to your party, so you hurt them more than yourself in the long run.

    As an aside, I think this is terrible design, and I abhor that LS has to be held for optimizing this window. It removes the versatility from the skill.

    [QUOTE=Sylve;5106211]No apology needed. I have a terrible habit of being terrible at explaining things properly. My statement about playing all 3 was only to give you context in how I arrived at the conclusions I did. There were no allusions to your experiences intended.

    I understand now where you are coming from. Glad that we could clear that up.


    Quote Originally Posted by Sylve View Post
    As for Dummy numbers, they are a part of the picture. Not the full picture, but those numbers are important regardless. They show what the job is capable of when it just sits down and does damage.
    Provides a bit of a goalpost to aim for in personal optimization. Knowing the theoretical max allows one to tweak and adjust in an attempt to reach it.
    In terms of personal damage, it can provide a part of the picture. However, raid damage is what is most important, in my opinion. Dummy parses cannot show raid damage; and there are jobs whose personal damage is affected by their party, which dummy parses also do not show (e.g., DNC is a big one—with no ability to Dance Partner during a dummy parse, they lose out on Esprit gain, which means they lose out on damage). Obviously, this doesn’t apply to every job, but I still think they aren’t the best method to employ when gauging damage.

    Quote Originally Posted by Sylve View Post
    By the way .. My suggestion for Neutral Sects effect to be baseline could easily be resolved by making the effect a Trait with the Sects being used to enhance one aspect over the other instead of choosing between them. Making it a high level trait eliminates the need to fix lower level quests that required a specific Sect.
    It's kind of supported in the Lore based on the dialogue with Leveva in the 80 Job Quest.

    Such a change is an immediate power boost for AST before any Potencies get altered.
    Potencies are a problem, one I never denied.
    But I still believe the root of ASTs weakness lies in underwhelming Sects.
    Its been a pleasure to debate this with you though :P
    I guess we’ll have to agree to disagree with this. I don’t believe the different Sects hold AST back by any stretch—not as they may have in the past where they were too weak/too ineffective against their co-healer counterparts. Noct Sect still suffers from this, but I believe it can be balanced to still be viable if the developers tried. Diurnal is fairly strong on its own (as it proved in Stormblood), and I think it’s more than capable of being such in ShB. But those changes will have to come with potencies, not through Sect revamping, in my opinion.

    I like that there are inter-Sect abilities, and I think they can be expanded upon. I’d love to see more in the future. But I don’t see the necessity of removing them entirely. Honestly, I’d love to see a day where I could actually use Nocturnal and not bleed myself dry; be as viable as a SCH would be. But that’s me.


    I tried to answer everything, but I may have missed some things. I am quite tired. Apologies again that it is practically a novella. I am always too verbose.
    (2)
    Sage | Astrologian | Dancer

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