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  1. #1
    Player
    Halik's Avatar
    Join Date
    Jun 2019
    Posts
    17
    Character
    Halik Xindor
    World
    Goblin
    Main Class
    Astrologian Lv 80
    I have a feeling the lack of Astrologian here is because of what was seen before Shadowbringers release, and as EaMett has said, what people had decided to main because of that. Anyone who avoided playing Astro because of potency and numbers will soon be catching back up and switching if that's all they cared about.

    I was main Astrologian (albeit for very little because I'm fairly new) and switched to Dancer because they pretty much removed the RNG and flavor and gave it to the Dancer, whom also has the support aspect. Sucks because I want to heal, but am kind of realizing now that those cards carried a lot of my enjoyment for the class, along with Earthly Star and the old Celestial Opposition/Time Dilation (and somewhat Horoscope now). The cards felt like a fun, unique thing in a genre that can feel very bland and trite these days.

    With the 5.05 buffs I haven't felt weak but the cards are a chore now, because using any particular card just amounts to some damage. Until they stop being a chore and I can actually be excited to use them, Astro will more than likely stay as a secondary job for me, even if it becomes the new hotness from buffs.
    (11)
    Last edited by Halik; 08-06-2019 at 07:11 AM.

  2. #2
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Halik View Post
    With the 5.05 buffs I haven't felt weak but the cards are a chore now, because using any particular card just amounts to some damage.
    Probably not the place for this particular topic, and I'm no healer main anyway, or high end player, or anything of the sort. But. Couldn't it be argued that the old cards really just amounted to "some damage" after a fashion? More crits, faster attacks, damage, defense leading to less healing leading to more personal damage. New system just dumps the middle ground and delivers the damage itself.

    Idk. You're not wrong in that the feeling isn't the same. Just devil's advocating here.
    (1)

  3. #3
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,986
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Hasrat View Post
    Probably not the place for this particular topic, and I'm no healer main anyway, or high end player, or anything of the sort. But. Couldn't it be argued that the old cards really just amounted to "some damage" after a fashion? More crits, faster attacks, damage, defense leading to less healing leading to more personal damage. New system just dumps the middle ground and delivers the damage itself.

    Idk. You're not wrong in that the feeling isn't the same. Just devil's advocating here.
    Some people enjoyed the """versatility""" of having extra effects like Defense up and such. While I won't deny there weren't situations when those were handy, the RNG tied to AST made it quite difficult to fully benefit from these.
    Sure, placing a Bole on a Tank short of CDs was helpful is some cases. But one could argue that Balance on a DPS would be equally good because the mobs would go down quicker.
    And you can work around all cards that way to get to the conclusion that "yeah, balance on DPS is better".

    In endgame content, you would fish Balance / Spear (Arrow) in AoE and nothing else really. Because the effect of Bole, Ewer and Spire were more efficiently covered by things like Addle / Dismantle / Feint / Refresh / Mana Shift / Tactician / Motivation and so on.

    So the idea behind the new cards makes sense. It's just that it's not so "entertaining" anymore I guess. It's efficient but it's less fun.
    (1)

  4. #4
    Player
    Edaniel's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    14
    Character
    Rodane Wolfmaw
    World
    Hyperion
    Main Class
    Thaumaturge Lv 27
    Quote Originally Posted by Hasrat View Post
    Probably not the place for this particular topic, and I'm no healer main anyway, or high end player, or anything of the sort. But. Couldn't it be argued that the old cards really just amounted to "some damage" after a fashion? More crits, faster attacks, damage, defense leading to less healing leading to more personal damage. New system just dumps the middle ground and delivers the damage itself.

    Idk. You're not wrong in that the feeling isn't the same. Just devil's advocating here.
    The new cards are straight damage buffs. No other changes (obviously). The old cards gave you a CHOICE. Do you want to throw this arrow on that BLM and make them blast faster. Or do you want to throw this Arrow on yourself or your co-healer and let them throw out heals faster (as needed). Do you want to throw this Spear on that BRD/MNK and let them go off with crits. Or do you want to RR for double the duration on the next card?

    Those people who were balance fishing were only looking for straight optimization and probably groups so well tuned that they didn't need a ewer to restore a dead caster's mp or they didn't need a Bole to help the tank (or another non-optimized player) survive a hit.

    Edit: But yea.. this probably off topic. I stop now.
    (11)
    Last edited by Edaniel; 08-07-2019 at 08:12 AM.