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  1. #1
    Player
    Wuglug's Avatar
    Join Date
    Aug 2019
    Posts
    2
    Character
    Wug Lug
    World
    Lamia
    Main Class
    Astrologian Lv 90

    For AST, why not both card systems?...

    I genuinely believe that we could have both some aspects of the new and old card system to accommodate both sides of the AST card dispute. My question is why cant we just have the damage bonuses with the utility effects of the old cards? Would it be too overpowered? Obviously we would have Spire and Balance changed to new effects. I believe the new abilities could work just fine with the old cards (Especially the new Redraw and Sleeve Draw, they would be FANTASTIC with the old effects....I think). We may not need to necessarily bring back the old abilities like Royal Road, for it might get a little to complicated for some peoples' taste, but I 100% believe we can bring back the different arcanum effects while keeping these new changes. I also believe for Divination they could even add the old "50%+AoE" effect on use based on the last arcanum drawn, but maybe that would be a little too good.

    If anyone thinks this is a dumb idea, please do tell why. Please keep in mind I am in no way a master of balancing jobs, im just a guy trying to have fun with his main again, while keeping the most intense of high level raiders accommodated. This is simply a question thread in search of thoughts and answers, not intended to spark any arguments for plenty of threads are doing that already.
    (2)

  2. #2
    Player
    KanameYuuki's Avatar
    Join Date
    Jun 2017
    Posts
    153
    Character
    Yuuki Kaname
    World
    Faerie
    Main Class
    Astrologian Lv 80
    It is no secret I don't like the new "card" system but if I'm honest it is a cool idea wasted where it wasn't needed, they could make a new class as a Gambler of some sort for a 4th healer or just a new Support job, you have the coin flip and a slot machine with the seals.
    (7)
    Last edited by KanameYuuki; 08-01-2019 at 12:00 PM.

  3. #3
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by KanameYuuki View Post
    It is no secret I don't like the new "card" system but if I'm honest it is a cool idea wasted where it wasn't needed, they could make a new class as a Gambler of some sort for a 4th healer or just a new Support job, you have the coin flip and a slot machine with the seals.
    Unfortunately the entire card system, especially the old system, was basically half the class identity alongside the time mage aspects. The time mage aspects were removed and the card system gutted so the response to that is no surprise.

    Not to mention a gambler job would need to be a DPS job. As a true gambler job would need the entire kit to have the gambling aspects which is not something that would work with a healer which needs at least a stable base of consistency.
    (5)

  4. #4
    Player
    Wuglug's Avatar
    Join Date
    Aug 2019
    Posts
    2
    Character
    Wug Lug
    World
    Lamia
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by TankHunter678 View Post
    Unfortunately the entire card system, especially the old system, was basically half the class identity alongside the time mage aspects. The time mage aspects were removed and the card system gutted so the response to that is no surprise.

    Not to mention a gambler job would need to be a DPS job. As a true gambler job would need the entire kit to have the gambling aspects which is not something that would work with a healer which needs at least a stable base of consistency.
    To be fair if it takes to to have a few abilities removed like time dialation, etc just to have the cards not all do literally the exact same thing i'd gladly drop them for it. It too will be missed, but at least there will be a reason to actually enjoy what you draw, which I think is the main reason why most play it (the cards that is).
    (4)

  5. #5
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    I don’t think the old Bole and Ewer would work well in any kind of ‘hybrid system’. In fact even before any changes were revealed, many people were suggesting making all the cards DPS cards to give some kind of stability to the system.
    Core healer toolkits shouldn’t be tied to an RNG gimmick.



    So my suggestion would be something as follows:

    Balance: 8/4% DHit for Melee/Ranged, generates a Solar Seal.
    Bole: 8/4% DHit for Ranged/Melee, generates a Solar Seal.

    Arrow: 8/4% Speed for Melee/Ranged, generates a Lunar Seal.
    Spire: 8/4% Speed for Ranged/Melee, generates a Lunar Seal.

    Spear: 8/4% Crit for Melee/Ranged, generates a Celestial Seal.
    Ewer: 8/4% Crit for Ranged/Melee, generates a Celestial Seal.

    This would make your choices even more impactful than they used to be. For example, Crit being best on a Bard or a Monk, would now be split into two cards. (although not so impactful now with Bard changes)

    Minor Arcana would keep the same Ranged/Melee pattern as it currently does, but it would convert the buff into a pure 8/4% Damage buff, so this would be the new Balance.

    The Seals would be more impactful too.
    Instead of just getting different values of damage up, each seal would carry its effect.

    Solar = DHit
    Lunar = Speed
    Celestial = Crit

    Each seal would equate to a 5% buff for its respective effect, but be reduced with duplicates.

    For example if you had one of each, then the party would get the following three buffs at once.
    Solar = 5% DHit
    Lunar = 5% Speed
    Celestial = 5% Crit
    Total = 15% cumulative buffs

    If you had two different seals as below, then the duplicate would be reduced.
    1 Solar = 5% DHit
    2 Lunar = 4% Speed x2 = 8% Speed
    Total = 13% cumulative buffs

    And three identical seals would be reduced again:
    3 Lunar = 3% Speed x 3 = 9% Speed
    Total = 9% cumulative buffs

    In this system, you’re still encouraged to get three different Seals for the maximum effect.
    However, if you happen to have a party that benefits more from Speed, say a SAM and a BLM, then you’ll end up using more Arrows and Spires, and in turn generate more lunar Seals, meaning if you do end up with the 2/3 identical seals as above, that extra Speed bonus will be more effective and not as much a detriment.



    The only glaring issue still here, is that Crit and Speed aren’t the easiest buffs to balance.
    Crit scales exponentially across the life of an expansion.
    Speed is downright detrimental to some jobs.
    This is probably why they were removed to begin with.
    (1)
    Last edited by Seraphor; 08-01-2019 at 04:51 PM.

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Wuglug View Post
    To be fair if it takes to to have a few abilities removed like time dialation, etc just to have the cards not all do literally the exact same thing i'd gladly drop them for it. It too will be missed, but at least there will be a reason to actually enjoy what you draw, which I think is the main reason why most play it (the cards that is).
    Except in this case it wasn't one or the other, just... both or neither. 'Cus that makes sense? Somehow?

    Quote Originally Posted by Seraphor View Post
    I don’t think the old Bole and Ewer would work well in any kind of ‘hybrid system’. In fact even before any changes were revealed, many people were suggesting making all the cards DPS cards to give some kind of stability to the system.
    That'd literally only require Royal Road being balanced. As it stood, Enhanced was useless and Extended was useless if you had a good Spread ready to go or a second AST, while Extended was simply up to twice as good as Extended and four times as good as Enhanced. That's disgustingly imbalanced.

    Adding to that the cards themselves being balanced and it'd really only be icing on the cake. Just being able to have multiple cards up at a time, Enhanced being a true 200% effectiveness, and Extended splitting both effectiveness and duration as the number of affected targets increased (making it only superior to Enhanced or Extended just before Collective Unconscious's duration extension, while Enhanced is best before Dilation and Extended for multiplicative stacking) would have been technically sufficient to make Bole and Ewer desirable, if not in their own right.

    Heck, kill off Lucid Dreaming in favor of greater base MP regen, give Spire Ewer's old %MP cost reduction effect, and make all jobs actually use resources and voila! Bole's nearly overtuned for dungeon-mass-AoE and good for RR, Spire's (disgustingly) powerful before AoE heals and on BLM during Flare rotations ("Want an Umbral Heart atop your Umbral Heart?"), and Ewer's now a lifesaver for overextended SCHs and WHMs who can't manage Thin Air.
    (3)

  7. #7
    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 Shurrikhan View Post
    Heck, kill off Lucid Dreaming in favor of greater base MP regen, give Spire Ewer's old %MP cost reduction effect, and make all jobs actually use resources and voila! Bole's nearly overtuned for dungeon-mass-AoE and good for RR, Spire's (disgustingly) powerful before AoE heals and on BLM during Flare rotations ("Want an Umbral Heart atop your Umbral Heart?"), and Ewer's now a lifesaver for overextended SCHs and WHMs who can't manage Thin Air.
    This sounds LESS balanced.
    (0)

  8. #8
    Player
    SakiKojiro's Avatar
    Join Date
    Dec 2014
    Posts
    98
    Character
    Okita Soji
    World
    Cactuar
    Main Class
    Astrologian Lv 71
    I'll say here what I've said elsewhere.

    If they just kept all the changes they made, gave back time dilation, and made the cards do what they used to, except nerf balance and change spire to Direct hit, it'd be perfect.
    (9)

  9. #9
    Player
    Edaniel's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    14
    Character
    Rodane Wolfmaw
    World
    Hyperion
    Main Class
    Thaumaturge Lv 27
    Personally, I'd like for cards to apply an effect based on the target's Role, if we can't have the old system back. Healer's get +heal%, Tanks get +mitigation%, and DPS get +Damage%.
    (5)

  10. #10
    Player
    Mikhaill's Avatar
    Join Date
    Jan 2015
    Posts
    616
    Character
    Xetsu Mitsuhara
    World
    Goblin
    Main Class
    Marauder Lv 70
    I think Balance should stay within Divination and release the old cards.
    Generate random seals a card, no more fishing for crap.
    You get what you get and don't throw a fit.
    (5)

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