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  1. #1
    Player
    rachcouture's Avatar
    Join Date
    Nov 2014
    Posts
    328
    Character
    Taylor Swiftsong
    World
    Mateus
    Main Class
    Paladin Lv 90
    None of the original cards were useless. While some were more situational and dependent on party composition, there were numerous cases where I made use of every single one. If someone was fishing for balance, that was a player problem; not a design one.

    There is nothing superior about the new system, nor can it be salvaged. Damage-only is incredibly boring; it lacks actual strategical input. I spend more time looking for seals/Arcana conversion than I ever did trying to get a particular buff I wanted with the old cards. Single card deployment is exceedingly cumbersome, especially on controller. There's also the issue of how this change completely and utterly butchers both the storyline for AST and its core lore. The same goes for removal of the time stretching with Celestial Opposition and Time Dilation.

    For those of you that actually prefer the new cards: I genuinely question if y'all ever played AST long enough to understand what made the old system better.
    (13)

  2. #2
    Player
    Hash_Browns's Avatar
    Join Date
    Mar 2019
    Posts
    788
    Character
    Hash Browns
    World
    Siren
    Main Class
    Paladin Lv 80
    Quote Originally Posted by rachcouture View Post
    None of the original cards were useless. While some were more situational and dependent on party composition, there were numerous cases where I made use of every single one. If someone was fishing for balance, that was a player problem; not a design one.
    None of the original cards were useless, in content such as the DF where people would make mistakes. They were useless in content where you were expecting high level play. Bole/Ewer/Spire should never have had to be played on your group. If they were required, mistakes that could have been prevented were happening.


    Quote Originally Posted by rachcouture View Post
    There is nothing superior about the new system, nor can it be salvaged. Damage-only is incredibly boring; it lacks actual strategical input.
    The strategical input is knowing when to use your cards, and on who - not drawing your cards. Lining up a card with something like trick attack, or using cards/divination during burst phases is the key.

    Quote Originally Posted by rachcouture View Post
    I spend more time looking for seals/Arcana conversion than I ever did trying to get a particular buff I wanted with the old cards.
    This makes me think 2 things are happening then:
    1. With the old system you didn't care what cards you drew, as long as you got to use them

    or

    2. You aren't using your full kit.

    It's easy to get full seals, and another set with your current kit, and be able to give Lady/Lord for the next minute and a half.

    Quote Originally Posted by rachcouture View Post
    Single card deployment is exceedingly cumbersome, especially on controller.
    Can't say anything about controllers, since I don't use one, but you can easily plug a mouse.keyboard into your PS4, if that is what you are using.

    Quote Originally Posted by rachcouture View Post
    There's also the issue of how this change completely and utterly butchers both the storyline for AST and its core lore. The same goes for removal of the time stretching with Celestial Opposition and Time Dilation.
    This isn't about the lore, it's about the gameplay.

    Quote Originally Posted by rachcouture View Post
    For those of you that actually prefer the new cards: I genuinely question if y'all ever played AST long enough to understand what made the old system better.
    Ah yes, No True Scotsman.
    (4)

  3. #3
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,672
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hash_Browns View Post
    The strategical input is knowing when to use your cards, and on who - not drawing your cards. Lining up a card with something like trick attack, or using cards/divination during burst phases is the key.
    Except... the supposed strategical play is no more an illusion than the old Card system. In fact, it's even worse. Pulling the second fastest E1S kill and fourteenth fastest on Titan. Let us look at how their Astro "strategized" at an optimal level.

    Starting with E1S. Of the twelve Melee cards drawn eleven of them went to the Samurai; one on the Dragoon. Of the six Range cards drawn, four went on the Black Mage; two on the Dancer.

    Now onto E4S. Of the sixteen Melee cards drawn, fifteen went to the Samurai; one on the Dragoon. Of the sixteen Range cards drawn, twelve went on the Black Mage with the remaining four the Bard.

    Excluding one instance outside the opener in both parses, the Bard and Dancer only received additional card(s) because the Black Mage already had one. This suggests the new card system actually has very little thought process baked into. You will almost always target the highest damage dealer between the Melee or Range, and this should be either Black Mage, Monk or Samurai. The only exceptions are in the opener due to certain jobs having a slow build up (Dragoon, for example, bursts almost immediately whereas Samurai takes quite a while to "charge" up) and if the preferred target already has card. Now... I will acknowledge this is partly due to how horrendously balanced a lot of jobs are at the moment. But it still highlights the new card system has illusion of choice just like the old one did.
    (13)
    Last edited by ForteNightshade; 08-24-2019 at 12:27 PM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  4. #4
    Player
    Mikhaill's Avatar
    Join Date
    Jan 2015
    Posts
    616
    Character
    Xetsu Mitsuhara
    World
    Goblin
    Main Class
    Marauder Lv 70
    Quote Originally Posted by rachcouture View Post
    None of the original cards were useless. While some were more situational and dependent on party composition, there were numerous cases where I made use of every single one. If someone was fishing for balance, that was a player problem; not a design one.

    There is nothing superior about the new system, nor can it be salvaged. Damage-only is incredibly boring; it lacks actual strategical input. I spend more time looking for seals/Arcana conversion than I ever did trying to get a particular buff I wanted with the old cards. Single card deployment is exceedingly cumbersome, especially on controller. There's also the issue of how this change completely and utterly butchers both the storyline for AST and its core lore. The same goes for removal of the time stretching with Celestial Opposition and Time Dilation.

    For those of you that actually prefer the new cards: I genuinely question if y'all ever played AST long enough to understand what made the old system better.
    It's good for a raider standpoint, but outside that, nah.
    Therefore the job is gutted into a Balance bot and is boring.
    Don't really care for the Savage related crap I keep getting. I just wish the job was fun again.
    (9)

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