

It's not a stretch, it's just how it's broken up. Whether that was intentional or not I dunno.
Odds are it was broken up into the two triangles as stated/shown in the prior post, more so.
Last edited by Eloah; 09-14-2019 at 02:50 AM.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
It's a stretch because there's no delineation between 'offence' and 'defence'. That's just something you made up to sort of fit your view. You even had to fudge it a bit by referring to 2 of them as 'passive' which could just as easily apply to the original oGCD cooldown reduction of the Spear which you labelled as 'offence'.
This, however, I can see and can accept. I would still prefer the seal pairings to match the old Royal Road pairings since those are baked into my muscle memory and they were originally obvious two sides to the same coin (...card?).
Sun: Damage increase <> Damage reduction. (RR Potency)
Moon: Ability speed <> Weaponskill/Spell speed. (RR Duration)
Star: TP regen <> MP Regen. (RR AoE)
Last edited by Mhaeric; 09-14-2019 at 02:59 AM.





To be completely fair, though, the OG Spear was more useless than a Spire (TP was actually a bit of a problem for some jobs in HW). It was pure RR fodder until they changed it, and since Spear being Crit was far better received, that’s probably why players put it into the offensive category instead of defensive. Technically, there’s nothing “defensive” about lowering the cooldowns of abilities anyways. Even MP/TP refresh wouldn’t fall under “defensive”, so I’d categorize them as “offensive” cards and “utility” cards: melee get all the “offensive” cards, and ranged get the “utility” cards.It's a stretch because there's no delineation between 'offence' and 'defence'. That's just something you made up to sort of fit your view. You even had to fudge it a bit by referring to 2 of them as 'passive' which could just as easily apply to the original oGCD cooldown reduction of the Spear which you labelled as 'offence'.
I don’t really see the issue with the way they split it. This isn’t saying I don’t have an issue with the cards—just I don’t see this particular one as being anything worth making a change for.
Sage | Astrologian | Dancer
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Hyomin Park#0055


Thank you.To be completely fair, though, the OG Spear was more useless than a Spire (TP was actually a bit of a problem for some jobs in HW). It was pure RR fodder until they changed it, and since Spear being Crit was far better received, that’s probably why players put it into the offensive category instead of defensive. Technically, there’s nothing “defensive” about lowering the cooldowns of abilities anyways. Even MP/TP refresh wouldn’t fall under “defensive”, so I’d categorize them as “offensive” cards and “utility” cards: melee get all the “offensive” cards, and ranged get the “utility” cards.
I'm not actually the only person that I've seen break it up that way. The main reason for that is probably do to a "law of opposites" phenomenon or whatever it's called. Basically, we we can name something, and then we have to name something else that is similar but fundamentally different somehow. Well the easiest thing to do is just name it the opposite of the name you gave the first thing; or a perceived opposite since some things we pair aren't opposites but mentally we link them together.
North/South, High/Low, Left/Right, Alpha/Beta, Red/Blue
It's easy to label the first set of cards as offensive, so mentally, by default, the other set are defensive. But as you said and I sorta indicated in my initial post, utility or passive would probably be more accurate.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.






It's an interpretation multiple people have come up with separately, though. It's also how I memorised the split between the two groups of cards - though I labeled them "attack" and "support" groups.


Same, that's how I split them as well (and someone in my FC said "oh, okay, so melee got all the useful cards and ranged got all the stupid ones"...lol)
cerise leclaire
(bad omnicrafter & terrible astrologian)
Out of curiosity, how do you split the seal groupings in your head? That's more what my question about why the devs split them the way they did and suggestion is about. I.e. the pair breaking. We had pairs in the old system and pairs in the new system, but they're not the we pairs anymore. Ewer/Spear and Arrow/Spire don't have any connection to each other and is the main reason why I keep a visual reference on my hot bar for them. Without glancing at it I couldn't tell you 100% if Arrow was a lunar or celestial seal, for example. If Arrow was still paired with Spear though it'd be easy to associate Lunar seal with Royal Road duration without needing to think about it.
Edit: oops, got my pairs wrong. Case in point lol! Ewer/Arrow and Spear/Spire. I guess... I could associate it as the "S" ones. Celestial, Spear, Spire. Astrologion alliteration.
Last edited by Mhaeric; 09-15-2019 at 03:00 AM.






I think Ewer/Spire was the only pair I remembered, so I don't have to unlearn the old pairs.
Still memorising the seals and I don't really see an underlying logic to the choices, but...
Solar
BALANCE: has a sun as its primary symbol
BOLE: trees need sunlight? (Also, starts with a B like Balance)
Lunar
ARROW: crescent moon --> bow --> arrow
EWER: water --> moon and tide
Celestial
SPEAR: the snowflake on the card is star-shaped?
SPIRE: a tower reaching to the heavens
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