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  1. #11
    Player
    KanameYuuki's Avatar
    Join Date
    Jun 2017
    Posts
    153
    Character
    Yuuki Kaname
    World
    Faerie
    Main Class
    Astrologian Lv 80
    I wish and was hoping, with the changes to SS and Asylum, that they would give CU a trait making it be deploy-able where you currently are, they homogenize a lot of the healers kit, yet the one skill that should have been changed for sure was left untouched.
    (2)
    Last edited by KanameYuuki; 08-24-2019 at 03:29 AM.

  2. #12
    Player
    Ursa_Vonfiebryd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    727
    Character
    Ursa Nightrain
    World
    Mateus
    Main Class
    Bard Lv 100
    Actually I wouldn't care so much about the overhaul if they didn't gate seals behind your personal aggro table. I spent the entirety of my healing being very careful not to prepull or pull off the tank but if you dont have regen on a party member or actually perform an attack, you can throw the card for the buff but you wont get the seal. I assumed it mean your party had to be in combat but no. You have generate aggro before you can get a seal. I cant tell you how many times ive thrown a card out at the end of a pull only to get no seal because i used shields and not regen in deference to the tank getting first aggro. Cant stand this part of AST.

    Also you can blame the community for the card debacle. All anyone wanted was balance cards, especially in high end. Now everything is a balance card and everyone hates it. *shrugs* hopefully they'll do something about it next expac.
    (9)

  3. #13
    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 Rivxkobe View Post
    Lmao wut

    By "channel" do you mean spending time to cast it instead of it going out instantly? Unlike Sacred Soil and Asylum which are both stronger than CU and targeted AoEs?

    You realize that currently even if it is just a buffed Regen without Damage midigation no one would use it still right? The issue with it is that it is insanely weak for the size and restrictions it puts on the AST. If they buffed its heal but kept everything else as is now it still might not be used that often.

    The fact that it requires the AST to position in a good spot and take a full GCD to use effectively (in most situations) AND holds the AST in place means it needs to be buffed. Compare it to Sacred Soil and Aslyum that are used, basically, on CD and there is no way you can say its even close to OP.

    Its best used when it ticks and you can cancel it quickly. But this relies on server ticks and if/when your party gets hit by it.
    You’re misunderstanding what I’m saying. I haven’t claimed that Collective Unconscious is OP in its current form. What I’m saying is that the channeling effect doesn’t have much point right now, because you’re never going to channel beyond the initial application anyway. And so the natural conclusion is that they’ll just remove the channeling effect, and turn it into a normal cooldown like Asylum or Sacred Soil, then do whatever to the effects to compensate if necessary.

    I’m not saying there’s anything wrong with the initial application, I’m talking about the feature of holding it beyond that, which doesn’t normally have much benefit because that’s time you could be using on GCDs and Cards. I only suggested removing the damage reduction as a random balancing idea, that doesn’t mean I think it’s too strong as it is. More likely they’d make it the same as Soil/Asylum with exact same effect.

    If CU had some additional effect when channelled, it still wouldn’t be the live up to Sacred Soil and Asylum, because channeling that additional effect would get in the way of GCDs whilst Sacred Soil and Asylum don’t have that restriction, and their additional effects activate regardless. For them to make that feature of holding it for a longer duration worth it, it would have to have a very powerful additional effect (because otherwise you’re better just using normal GCD/OGCD). And since that seems unlikely, developers changing it to be more in line with Asylum/Soil seems the most likely outcome.

    My post essentially said that Collective Unconscious will become more in line with Sacred Soil and Asylum. I’m not sure what the disagreement is about?
    (3)
    Last edited by Connor; 08-25-2019 at 11:39 PM.

  4. #14
    Player
    Vitreus's Avatar
    Join Date
    Jul 2019
    Posts
    72
    Character
    Vitreus Hyalus
    World
    Behemoth
    Main Class
    Botanist Lv 70
    I understand that they wanted to make it so certain card draws didn't feel useless, but then why not simply balance the cards? Make spire direct hit and then if balance is overpowered nerf it or buff the others. Even bole and ewer have their purpose and when not needed they can be consumed for the incredibly strong AoE or double duration buff. If anything I feel like I get more "useless" cards now when I burn through all my redraw charges for the right seal I need for divination. The fact that it even has three charges kind of proves it's a band aid they just slapped onto the system.

    I was really hopeful and excited for what they were going to do with the rework and it just ended up being a disappointment.
    (9)

  5. #15
    Player
    Sancho_Nyanta's Avatar
    Join Date
    Jun 2019
    Posts
    80
    Character
    Sancho Nyanta
    World
    Famfrit
    Main Class
    Dark Knight Lv 90
    One thing that I find strange about new Ast is how Redraw took an effective step back. They changed what we care about from what card we are getting to what symbols we get. So I find it strange that Redraw doesn't force a different symbol to come up. TBF, I'm surprised that they didn't make it so that it would alternate melee to range as well as the symbol.
    For example, draw a melee card with a sun symbol, hit Redraw and then it would be ranged with say a moon symbol.
    (5)

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