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  1. #1
    Player
    PondHollow's Avatar
    Join Date
    Mar 2016
    Posts
    313
    Character
    Pond Hollow
    World
    Ultros
    Main Class
    Warrior Lv 90

    Would varied Astro buffs work without the RNG?

    People like old Balance (current everything), and people like flavor.

    Back in Omega I remember the day the AST and I (Sch usually) swapped jobs and I thought spread Bole would be nice to put up at the start of 11S for flamethrowers. I still think old bole and ewer can be optimal plays for DPS at times, as they were all marginal anyway. Anyway, I digress.

    A lot of the shenanigan buffs could be very nice. But obviously DPS buffs are ideal to have a lot of the time. So why can't we have both? A system where you *pick* cards like actions, perhaps paying for them in different ways. Given how the general power level of the healers has sort of stagnated, giving AST an effective 6-10 more ogcds wouldn't really be bad.
    (2)
    Last edited by PondHollow; 08-27-2019 at 08:54 AM.
    Perfection is an unattainable ideal. 'Tis the paradox of the immaculate carrot. - Cookingway

  2. #2
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Give us back the old types of card effects EXCEPT for Balance's. Make the balance effect something else. Then keep the seals and divination on top of it. Boom. You have the variety of useful options, but none as clear the best option as "straight up damage", while encouraging you to use a variety of them.
    (7)

  3. #3
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Urthdigger View Post
    Give us back the old types of card effects EXCEPT for Balance's. Make the balance effect something else. Then keep the seals and divination on top of it. Boom. You have the variety of useful options, but none as clear the best option as "straight up damage", while encouraging you to use a variety of them.
    I agree that balance needed to be brought in line with the other cards, but so long as they’re different, and one has marginally more damage to give than any other, one will still be considered the best. What could fix that is bringing the damage potential close enough to being in line that it’s more optimal to use whatever card you have optimally than to try and fish for a better one. (Don’t know the old balance, exactly. I never crunched the numbers for myself).
    (2)

  4. #4
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Hatstand View Post
    I agree that balance needed to be brought in line with the other cards, but so long as they’re different, and one has marginally more damage to give than any other, one will still be considered the best. What could fix that is bringing the damage potential close enough to being in line that it’s more optimal to use whatever card you have optimally than to try and fish for a better one. (Don’t know the old balance, exactly. I never crunched the numbers for myself).
    One will always be the best, which is why I would like them to keep the seals and divination, and have that be the one that gives a bonus everyone can love. Even though the lesser ones will undoubtedly have a card you want above the others, encouraging you to get three seals will help alleviate that I feel.
    (6)

  5. #5
    Player
    Boomsmash's Avatar
    Join Date
    Apr 2018
    Posts
    63
    Character
    Arasgar Horo
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Hatstand View Post
    I agree that balance needed to be brought in line with the other cards, but so long as they’re different, and one has marginally more damage to give than any other, one will still be considered the best. What could fix that is bringing the damage potential close enough to being in line that it’s more optimal to use whatever card you have optimally than to try and fish for a better one. (Don’t know the old balance, exactly. I never crunched the numbers for myself).
    Or cut the chance to get Balance to half that of any other card. Or any number of other things to make the optimizers salty and those of us that actually were working with what we drew just keep bending fates.
    (4)

  6. #6
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Location
    Limsa Lominsa
    Posts
    2,192
    Character
    Leon Reddas
    World
    Masamune
    Main Class
    Scholar Lv 77
    Divination still feels pretty trash though, the amount of hoops you have to jump through for max seal potential and then also you can only use it every two minutes(?) when you've probably gone through another dozen cards just makes it less hassle than it's really worth. In comparison SMN can do a 5% damage increase (1% less than 3 matching seal Divination) without having to work for it, click your cooldown and everyone (in range) gets the benefit. Reduce Divination cooldown to maybe 1min and have it spread effects from the target you use it on, or potentially also reset any card timers, anything would be nice.
    (3)

  7. #7
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    The new Cards are comparable to Trick Attack, and because they're less 'random' now, you can actually measure it!

    Trick attack is 10% over 10s every 60s.

    Divination being 6% over 15s, is equivalent to 9% over 10s, so only 1% less.
    It’s only every 120s though.

    But then consider that as Divination is cooling down, you can use four single target cards of the same effect or greater.
    Use them on all four DPS in a full party, or all party members in a 4-man, and that’s equivalent to having 2 Divinations every 120s, or… one every 60s.
    Then consider you’ll get at least one Minor Arcana for 8% over 15s, which would be equivalent to 12% over 10s, completely making up for that 1% loss to Trick Attack on the other three cards. Except you can target the top DPS instead of it being a blanket buff on all party members.

    Throw in Sleeve Draw and you’re in credit.


    Now, that's not to say the current system doesn't still have issues. The biggest being that while the effects of the system have been simplified... the mechanics haven't, so it's kinda clunky and takes more effort than it feels is 'worth it'.
    I think it could be tweaked a little better.

    So the following system is what I would do to improve it:


    Balance/Spear/Arrow: 10/6% damage increase for Melee/Ranged.
    Bole/Spire/Ewer: 10/6% damage increase for Ranged/Melee
    Seals are the same as they currently are, but they do not apply when Playing the card.
    Minor Arcana’s are the same for each card.

    Minor Arcana: Applies the Seal of the currently held card and discards that card, while generating the effect of Lord/Lady of Crowns. Can only be used in combat.

    Lord of Crowns: Grants you a 5% crit buff for 10s and restores 250mp.
    Lady of Crowns: Grants you a 5% healing potency buff for 10s and restores 250mp.

    Divination: Bestows a party wide 6/8/10% damage buff based on the number of different Seals.

    Sleeve Draw would have to be nerfed to just 2 free draws instead of three. Still enough to get your three Seals if you make use of Draw first.


    Rather than throwing out a 6% every 30s consistently, you’re using card buffs less often, but for greater effect.
    This gives you more impact for each single card/divination (feels better to use) and choice between single targets and building an AoE buff, plus a way to burn cards for healer utility.
    There’s fewer buttons to press and less switching targets, because using Minor Arcana doesn’t require you to target anyone, and also doesn’t run the risk of failing to apply the seal.

    Basically, in any 2 minute cycle, you will be choosing between four 10% single target buffs, OR one 10% single target buff and one 10% party-wide buff.
    In four man content, it might be swings and roundabout which you do because you only have 2 DPS.
    In eight man content, you will always want to feed your Divination. And because of how powerful this will be in eight mans, better than Trick Attack, it’ll be more equivalent to WHM’s Misery.
    Plus you’ll be boosting your healing output and MP in the process. Two birds with one stone, AST would be fixed.
    (0)

  8. #8
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    718
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    RNG is what caused the problem with the old cards, so removing it would only allow them to be used to their fullest potential. However I think converting spread Balance into Divination was a good move and I like putting out more cards on an individual basis instead of just using spread on larger parties. SE probably won't just revert the card system either so I think any changes that would realistically happen would involve the seal system.

    If the seals were changed to grant different additional effects to Divination based on the types of seals acquired we could have something that achieves the old card system's variety without totally reverting to SB AST. So for example 3 Lunar seals would give increased MP regeneration in addition to the attack buff while 3 Solar Seals would be equivalent to the Bole. Divination itself could also be changed to work like Horoscope in that you would need to press the button twice to get all the effects (once for damage, twice for support). This would prevent tying support effects to damage so that you wouldn't have to worry about holding on to one at the cost of being unable to use the other. The only issue would be that seals would still be random if nothing else changed, but that could be addressed by having the cards drawn in seal order instead of randomly and maybe reducing the cooldown on redraw.
    (3)

  9. #9
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    The problem with the old system is the fact that there was always a "best" card which meant while there where niche moments for the "non-best" cards, ultimately in most settings you wanted whatever buffed the groups damage. Minimizing the rng from the cards and placing it into another mechanic is honestly the healthiest way they could do it at this point. What needs to be addressed, if anything, is making the gameplay loop as smooth as possible, numbers can always be tweaked as needed.

    If they changed Minor Arcana to automatically play the card, I would be one happy pickle.
    (2)

  10. #10
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    RNG was a core element of AST gameplay and thematic.
    Remove it, and it will lose his players as now.

    The anti-RNG 'AST' players (who use probably Crit / Direct hit anyway) should know that a way to fix it is to give some actions to reduce the rng part, to have more control on it (and not necessary remove it entirely).
    For example, "Draw a card. It has the same effect as the previous card played" (1st card system) ; "The next card drawn is tied to a seal you don't have" (2nd card system).
    Another example (1st card system) : "The next card drawn will be a Balance, an Arrow or a Spear. Condition : Horoscope.
    Otherwise, the next card drawn will be a Bole, an Ewer or a Spire.

    I could take the day to do a list with more effect.
    (5)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

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