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  1. #1
    Player
    Kailen's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Sophia Arcana
    World
    Cactuar
    Main Class
    Marauder Lv 64

    AST Redesign! (Draw, Divination, Minor Arcana Rework)

    Hey there. I wrote this redesign and submitted it in game. I think it actually turned out pretty good. Figured this would be a good place to post it to.

    As some context, I’ve been practicing Tarot and Astrology for four years.

    I hope you enjoy it!!!

    THE PROBLEM
    Draw isn’t fun and is clunky! It doesn’t delivery on the class identity and IMO its broken. Most everything else for AST is great! It’s just Draw, Divination and Minor Arcana (and their related buttons) that feel wonky and need a rework.

    THE GOAL:

    1. Make the Core of AST feel as good to play as WHM as 50. I’m using WHM as a baseline for what a healing class should feel like.
    2. Make the class identity shine! AST is a \*Divinator/Fortune Teller\*. It should feel like one.

    WHERE IT WENT WRONG:
    * There is a misunderstanding on SE’s part of what Tarot Is/Does.
    * IRL Tarot is a reflection of what is happening in the consciousness (mind) of the person….
    You’ll have to suspend disbelief here for a moment…
    * IRL Tarot the cards are not random. (Again, please suspend disbelief).
    * If this is hard for you to believe IRL, totally understandable. I’m using the IDEA that they are not random as a way to create a class identity for AST.

    So, the draw mechanic in the game is random, but in the mythology of tarot, cards are NOT random.

    THE SOLUTION:

    Instead of having cards being drawn randomly, tie the card drawn to the state of the party/fight!

    * Fixes core class identity — When you draw a card it feels like you are giving the party a reading.
    * Fixes biggest complain about the mechanic from SB — no more random cards!!!!!!!
    * Gives AST Tools for every situation (why WHM is fun at 50 and AST is not — IMO)
    * Makes draw fun again
    * SUPER FREAKING COOL!

    DIVINATION:

    * In Tarot IRL, cards are related to each other in a spread.
    * The future position is always interpreted based on the cards next to it (in the past/present position)
    * Thus when you divine the future, it is always based on the card before it
    * So divination should *change its effect based on the cards drawn*
    * So in-game you feel like you are ‘telling the future’ based on the cards drawn.
    * You make different decisions because the effect of the reading
    * This seals together the class and makes you FEEL LIKE A DIVINATOR/FORTUNE TELLER (aka tarot reading/astrologian )
    * ALSO SUPER COOL

    (Post 1 of 4)
    (5)

  2. #2
    Player
    Kailen's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Sophia Arcana
    World
    Cactuar
    Main Class
    Marauder Lv 64
    IMPLEMENTATION:

    * Which card is drawn tied to party/fight states (i.e. “Triggers”)
    * It feels random, but its not.
    * Every card drawn is useful for that situation
    * Cards are never drawn that are not useful
    * No card overlap. With practice you will know which card will be drawn. (OOH LIKE A FORTUNE TELLER)
    * Cards have up to 3 charges. You have a ‘stack of cards’ just like IRL Tarot.
    * Sleeve draw instantly fills all charges.
    * Decision on card use becomes WHEN to draw a card, not who to use the card on
    * Redraw and Undraw removed from the game (IRL tarot you NEVER redraw your cards).
    * Speeds up the draw mechanic immensely
    * Remember in this system, CARDS ARE ALWAYS USEFUL.

    — The following triggers and effects are just ideas. Please don’t take them seriously <3 <3 <3 —
    — If there is a conflict, the most recent trigger takes priority —


    Bole Trigger = Single Player is below X% Health. (Tankbuster, General Tank damage).
    Bole Effect = Massive Single Target Heal (overheal gives a shield).

    Balance Trigger = Party is missing X% of the total health *of the party*.
    Balance Effect = Buffs all AoE Heals and Shields (can be used on you or your healer partner <3).

    Spear Trigger = Limit Break Bar Fills Up (i.e. 1 Trigger Per Bar).
    Spear Effect = Party/Raid Damage Up

    Arrow Trigger = Multiple Targets are Engaged.
    Arrow Effect = Single Player Damage Up (Used during Ad Phases/Trash pulls).

    Ewer Trigger = Divination is off cooldown. (This is a ‘base state’. Bole, Balance, Spear and Arrow overwrite this trigger).
    Ewer Effect = Mana regen is increased by X% for X seconds.

    Spire Trigger = Divination is on cooldown. (This is a ‘base state’. Bole, Balance, Spear and Arrow overwrite this trigger).
    Spire Ranged Effect = Spells can be cast while moving.
    Spire Melee Effect = All melee abilities gain a cast range (MELEE BE RANGED NOW!!! ).

    (Post 2 of 4)
    (4)

  3. #3
    Player
    Kailen's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Sophia Arcana
    World
    Cactuar
    Main Class
    Marauder Lv 64
    — DIVINATION —

    * Divination moves from an AOE Damage Buff (already included as the Spear effect) to a Buff for the Astrologian.
    * It is an ability that “tells the future” and impacts the AST’s future play
    * The AST class resource UI stays the same.
    * You still cast get seals based on the card you play.
    * Divination now changes its effect based on the seals you have.
    * Divination has 4 states (each with its own spell effect)
    * Effect lasts the entire time divination is on cooldown
    * It's like a stance.
    * Good AST play revolves around planning out your card draws so you get the ability you want
    * This requires knowing the future, aka knowing what fight mechanics are coming up.
    * AST Opener would be 3x Ewers in quick succession and casting “Divination: Heaven’s Nurturance” to start the cycle.

    DIVINATION TYPES:

    “Heaven’s Grace” — Bole/Balance were 2/3 last cards used.
    Increases AST Heal/Shield potency by X%

    “Heaven’s Fury” — Spear/Arrow were 2/3 last cards used.
    -- Increases AST damage by X%

    “Heaven’s Nurturance” — Ewer/Spire were 2/3 of the last cards used.
    -- Reduces the recast time of AST abilities with a recast time longer than 5 seconds by X seconds
    -- (aka use your big cooldowns more often)

    “Heaven’s Light” - One of each Bole/Balance, Spear/Arrow, and Ewer/Spire were used.
    -- Reduces the recast time of all abilities by 2.5 sec.(Replaces Lightspeed)

    MINOR ARCANA:

    Last but not least, Minor Arcana!
    Minor Arcana would no longer burn a card (since all cards are useful and you know what you will pull! No more rng!)
    Instead, it has a CD of its own.
    The minor arcana you receive is based on the *state of divination you are in.*
    The spell ‘minor arcana’ would instantly change to the ‘ace of ___” card.
    No more casting the button twice.
    This means there would be 4 minor arcana cards.
    Which would reflect the 4 suits of IRL tarot.

    The 4 Minor Arcana Cards:

    Heaven’s Grace (Bole/Balance)
    Minor Arcana: Ace of Grace
    Instant Cast Heal

    Heaven’s Fury (Spear/Arrow)
    Minor Arcana: Ace of Fury
    Instant Cast Damage Ability

    Heaven’s Nurturance (Ewer/Spire)
    Minor Arcana: Ace of Nurturance.
    Reduces the recast time of Sleeve Draw

    Heaven’s Light (all 3 seals)
    Minor Arcana: Ace of Light
    Doubles the potency or duration of the next card used.
    (3)

  4. #4
    Player
    Kailen's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Sophia Arcana
    World
    Cactuar
    Main Class
    Marauder Lv 64
    Cons of the Rework

    -- There is a risk that this reintroduces the “hunt for AoE balance” syndrome of SB.
    -- Theoretically this shouldn’t happen because there is no redraw, and then card draw is based on the fight itself. So you are relying on specific fights for cards. (Spear/Arrow are noticeably limited in their occurrence in raid encounters)
    -- There’s also a risk that AST will be awesome on some fights, and shit on others.-- I think that this can be mitigated through balancing the four divination states.
    -- Both of these require playtesting to adjust.

    -- There is a small (big?) chance that players will purposely let the parties health drop to get a bole/balance card… and i’m not sure thats an actual problem. It may just be smart play.



    FINAL THOUGHTS:

    -- Thanks for reading!!!!
    -- Most of the other abilities should remained unchanged outside of potency/mana/duration adjustments for power balancing.
    -- i had a lot of fun dreaming this up i hope you enjoyed it!
    -- I purposely made spire to be the most fun card after it was useless during stormblood! PEW PEW MELEE CASTERS YALL!


    - Sophia Arcana (Cactuar)
    (3)

  5. #5
    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 Kailen View Post
    IMPLEMENTATION:

    * Which card is drawn tied to party/fight states (i.e. “Triggers”)
    * It feels random, but its not.
    * Every card drawn is useful for that situation
    * Cards are never drawn that are not useful
    * No card overlap. With practice you will know which card will be drawn. (OOH LIKE A FORTUNE TELLER)
    * Cards have up to 3 charges. You have a ‘stack of cards’ just like IRL Tarot.
    * Sleeve draw instantly fills all charges.
    * Decision on card use becomes WHEN to draw a card, not who to use the card on
    * Redraw and Undraw removed from the game (IRL tarot you NEVER redraw your cards).
    * Speeds up the draw mechanic immensely
    * Remember in this system, CARDS ARE ALWAYS USEFUL.

    — The following triggers and effects are just ideas. Please don’t take them seriously <3 <3 <3 —
    — If there is a conflict, the most recent trigger takes priority —


    Bole Trigger = Single Player is below X% Health. (Tankbuster, General Tank damage).
    Bole Effect = Massive Single Target Heal (overheal gives a shield).

    Balance Trigger = Party is missing X% of the total health *of the party*.
    Balance Effect = Buffs all AoE Heals and Shields (can be used on you or your healer partner <3).

    Spear Trigger = Limit Break Bar Fills Up (i.e. 1 Trigger Per Bar).
    Spear Effect = Party/Raid Damage Up

    Arrow Trigger = Multiple Targets are Engaged.
    Arrow Effect = Single Player Damage Up (Used during Ad Phases/Trash pulls).

    Ewer Trigger = Divination is off cooldown. (This is a ‘base state’. Bole, Balance, Spear and Arrow overwrite this trigger).
    Ewer Effect = Mana regen is increased by X% for X seconds.

    Spire Trigger = Divination is on cooldown. (This is a ‘base state’. Bole, Balance, Spear and Arrow overwrite this trigger).
    Spire Ranged Effect = Spells can be cast while moving.
    Spire Melee Effect = All melee abilities gain a cast range (MELEE BE RANGED NOW!!! ).

    (Post 2 of 4)
    If I'm understanding this correctly...

    Draw will only be used when; enemies are engaged, limit break fills.
    The rest of the time, it won't be needed.
    Except for Spire... which is just game breaking, and completely ignores physical ranged.

    This is still basically RNG, because you can't balance the healing options (Bole and Balance) as part of the healing kit, because what if you go to use it, just as say... Divination comes off cooldown, you wanted the heal, but instead got Ewer instead. And if the healing options can't be balanced as part of the core healer toolkit, then they'll never be required, because AST will need to be able to heal all content without them.


    The cards providing 'stances' via Divination sounds cool though, but with sects already in place, seems a bit redundant?
    I'd prefer it if sects changed the effect of cards.
    Such as Nocturnal sect turning cards into debuffs for enemies, instead of party buffs. But would obviously require a different system to this, or what we currently have.

    All in all, this sounds like it's indepth enough to be an entire job all on its own, especially with your Minor Arcana, rather than one part of Astrologian.
    If we had separate 'Time Mage' and 'Fortune Teller' healer jobs, you might have something.
    (1)
    Last edited by Seraphor; 08-22-2019 at 11:29 PM.

  6. #6
    Player
    Kailen's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Sophia Arcana
    World
    Cactuar
    Main Class
    Marauder Lv 64
    Thanks for the nice reply. <3
    (3)

  7. #7
    Player
    Lumy's Avatar
    Join Date
    May 2019
    Posts
    18
    Character
    Cellestitte Arendell
    World
    Omega
    Main Class
    Conjurer Lv 50
    I simply love this. I cannot speak for the mechanics (I will let the forum pros take care of that) from I had such a wonderful time reading about your take on the class and how to weave in the tarot into the it. I was reading your description and went "YES! This is what AST should feel like. A reader of fates!" I would love to have the cards tied to the party situation and flow of the battle, it just makes sence to flow like this.

    All in all, it's a beautiful post and as a roleplayers I approve!! (^. ^)
    (2)

  8. #8
    Player
    Roxas_Andrade's Avatar
    Join Date
    Dec 2014
    Location
    Limsa Lominsa
    Posts
    302
    Character
    Roxas Andrade
    World
    Famfrit
    Main Class
    Astrologian Lv 80
    I liked the ideas. I'm not sure about this trigger thing though...

    The game doesn't have anything like it that iirc. It could become a mechanic for other jobs too. Trigger Actions is a good name...

    I specially liked your seal/Divination mechanic. Like you're "predicting" whats coming. Cool.
    (1)
    Want a heal? How much money you got?