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  1. #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.