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  1. #21
    Player
    LariaKirin's Avatar
    Join Date
    Jan 2016
    Posts
    325
    Character
    Laria Kirin
    World
    Spriggan
    Main Class
    Scholar Lv 90
    I wonder if this is going to be too much.

    The Malefic/Combust changes are an approximate increase of 7% to the AST's dps. The CU buff in Diurnal is massive.

    Currently: 50 pot regen every 90 sec.
    5.1: 100 pot regen every 60 sec.
    Stormblood: 150 pot regen every 90 sec.

    It's 3 times stronger than current CU and equal to Stormblood in terms of throughput. This is alot of free healing that will result in a dps increase.

    AST + SCH might once again become the strongest combination.
    (2)

  2. #22
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by LariaKirin View Post
    I wonder if this is going to be too much.

    The Malefic/Combust changes are an approximate increase of 7% to the AST's dps. The CU buff in Diurnal is massive.

    Currently: 50 pot regen every 90 sec.
    5.1: 100 pot regen every 60 sec.
    Stormblood: 150 pot regen every 90 sec.

    It's 3 times stronger than current CU and equal to Stormblood in terms of throughput. This is alot of free healing that will result in a dps increase.

    AST + SCH might once again become the strongest combination.
    if it's strongest by 1% dps margin it's not a big deal (especially considering WHM brings the insurance of unlimited mp and death recovery)
    SB was bad because the gap made by the AST was just too big, AST SCH was way ahead of WHM SCH.
    With these buffs if it goes ahead it will be marginaly ahead.
    (0)

  3. #23
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    644
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    Quote Originally Posted by LariaKirin View Post
    I wonder if this is going to be too much.

    The Malefic/Combust changes are an approximate increase of 7% to the AST's dps. The CU buff in Diurnal is massive.

    Currently: 50 pot regen every 90 sec.
    5.1: 100 pot regen every 60 sec.
    Stormblood: 150 pot regen every 90 sec.

    It's 3 times stronger than current CU and equal to Stormblood in terms of throughput. This is alot of free healing that will result in a dps increase.

    AST + SCH might once again become the strongest combination.
    I don't care about receiving more DPS so I can do as much as a SCH. Honestly feel like these changes are to make us turn a blind eye toward the lame card system they have implemented.
    CU was garbage to begin with, with Celestial Opposition on a 60 second timer with 4 times the HoT it was valued more than it. AST is the party buff support of the three healers, giving it more "Raw" damage than actually making it unique is very uninspiring.
    (7)

  4. #24
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    To be honest, I don't understand why Yoshida are selling AST changes as key selling point during the Live letter.
    I mean, the major points were a better mana management and a buff to AST Noct, but the changes are abyssal.

    Honestly, I look at MP changes, I laugh so hard. Even at worse, I didn't imagine it would be so ridiculous : -1/10 MP cost on two healing spells.
    It will change nothing.

    Furthermore, for the Noct part...only one change, and for me it less efficient than Diurnal part.
    Diurnal has now more 2 oGCD HoT than Nocturnal. HoT value is more important than Shield and Mitigation value (especially because this expansion requiere less shield than the last, and because every role / jobs have more mitigation).
    And let's not forget that proc CU is generally used for mitigate one attack, not several (reason : there are too rare). So, you can still mitigate while doing HoT in Diurnal, when Nocturnal is doing only mitigation and maybe 100-200 healing potency.

    It's a shame, really, Nocturnal is still not worth after 4 years and 4 months.
    SE should really consider to delete this stance for the future and doing WHM/AST as HoT-Pure, and SCH/4th as Shield-Mitigation.

    However, not everything is black hopefully.
    DPS solo has been increased and CU Diurnal is now better than during Stormblood (100 HoT, 60 CD > 150 HoT, 90 CD), because we have more windows to place it so, more damage reduced + great HoT.

    Next step : focus mp management (again), cards and Time Dilation, (and forget about Noct please).
    (11)
    Last edited by Ceasaria; 10-27-2019 at 03:34 AM.
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

  5. #25
    Player
    tesni_g's Avatar
    Join Date
    Mar 2019
    Posts
    58
    Character
    Tesni Ginlimian
    World
    Goblin
    Main Class
    Scholar Lv 90
    Quote Originally Posted by LariaKirin View Post
    I wonder if this is going to be too much.

    The Malefic/Combust changes are an approximate increase of 7% to the AST's dps. The CU buff in Diurnal is massive.

    Currently: 50 pot regen every 90 sec.
    5.1: 100 pot regen every 60 sec.
    Stormblood: 150 pot regen every 90 sec.

    It's 3 times stronger than current CU and equal to Stormblood in terms of throughput. This is alot of free healing that will result in a dps increase.

    AST + SCH might once again become the strongest combination.
    I feel like SCH/AST would have to be stronger by a margin than WHM/XXX to shift the meta. The AST population has been gutted because many don't consider it fun. The new card system drove away a lot of players and we've been told to stop hoping for changes. The damage has been done, basically, and a potency adjustment can't repair it. This change will hopefully make it easier for those of us who stick with AST to enjoy it a bit more, but if I wasn't already playing it, I wouldn't be changing mains because of these updates.

    And if it does become a problem, I sincerely hope that SE will buff WHM, because they really should hold the same throne as BLM and SAM do in their subroles--low utility, unmatched pDPS.

    This buff to CU is more for Diurnal than it is for Noct and that's crazy to me considering how it was acknowledged specifically that Noct AST needed love. Losing that regen is gonna hurt, and it feels like Diurnal got a huge buff while Noct got a trade-off buff--they had to sacrifice the only weak HoT they had to get another thing they (also) needed. That's disappointing. Diurnal already felt good. Noct will still feel kinda bad.
    (12)

  6. #26
    Player
    LariaKirin's Avatar
    Join Date
    Jan 2016
    Posts
    325
    Character
    Laria Kirin
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Sylvain View Post
    if it's strongest by 1% dps margin it's not a big deal (especially considering WHM brings the insurance of unlimited mp and death recovery)
    SB was bad because the gap made by the AST was just too big, AST SCH was way ahead of WHM SCH.
    With these buffs if it goes ahead it will be marginaly ahead.
    It's not going to be 1%, it's going to be 3.5% from potency buffs alone.

    It depends where you look (I'm looking at 95% here):
    - E1S, E2S: there is a gap in favor of WHM+SCH, which from these potency buffs alone will shift equally in the other direction. E.g. where WHM+SCH was 250 ahead, now AST+SCH is 250 ahead.
    - E3S, E4S: both comps are very close to each other, so in this case you are creating a gap favoring AST+SCH.

    I've said this in other threads:
    AST functions as an enabler and will increase the DPS of their cohealer. It is why AST+SCH can be equal to WHM+SCH in Titan when AST is 500 behind WHM.
    CU is free and 3 times stronger than before. This change will allow it to ease the healing burden, thus increase dps. So expect to see another combined dps increase in AST comps in addition to the Malefic/Combust buffs.

    E.g.:
    Q: Why use Soil and lose 150 potency when AST can CU?
    A: Because CU was weak. That is no longer the case.

    So, looking in a vacuum, all three healers will be very close to each other individually. But this ignores other things that each healer brings to the party.
    (2)
    Last edited by LariaKirin; 10-27-2019 at 02:13 AM.

  7. #27
    Player
    Haxaan's Avatar
    Join Date
    Nov 2012
    Location
    Gridania - Uldah
    Posts
    393
    Character
    Haxaan Shivar
    World
    Hyperion
    Main Class
    Astrologian Lv 90
    SE Please stop upping AST pDPS and fix our damn cards already. Bard get's it's songs back and guess what, they aren't all "Damage up", please give AST it's flavour back. We are Support Healers, leave DPS to SCH and WHM. End Rant, Thank you.
    (15)

  8. #28
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Haxaan View Post
    SE Please stop upping AST pDPS and fix our damn cards already. Bard get's it's songs back and guess what, they aren't all "Damage up", please give AST it's flavour back. We are Support Healers, leave DPS to SCH and WHM. End Rant, Thank you.
    Technically, they all are "DPS up" buffs. Just because they go by different stats doesn't change that. The thing about damage up buffs is that if they're too strong, they will scale too massively and thus screw with game balance. However, keeping the damage boosts lower and filling the gaps with more personal dps let's one give that damage up to their group without it throwing the game balance out of whack.
    (2)

  9. #29
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Nonocu View Post
    I feel like they're on the right track with these buffs, now if only they could do something about the cards. Either way, I'm happy it looks well worth going back to, even if just to see what's changed in action.
    Same, though I'd have gladly have held out on potency buffs to get more impactful cards.

    Quote Originally Posted by Crushnight View Post
    What we lost
    -Lord/lady card animation
    Assuming they don't just play it during the Play animation now, I'd still take that over its former additional oGCD gap cost.

    Still wish they made it so Redraw couldn't draw the same card. Nothing like going through 3 mostly unusable ranged cards in a row in a double-melee dungeon run (with a tank who won't use CDs, denying any real usefulness on oneself), and no unique seal to boot.

    Edit: Actually, losing that extra step makes it so we can no longer 'peak' our next card while still holding onto our Crown card, so... I'll probably have to take that back.
    (5)
    Last edited by Shurrikhan; 10-27-2019 at 11:42 AM.

  10. #30
    Player
    Side-Eye's Avatar
    Join Date
    Jul 2018
    Posts
    187
    Character
    Braedyn Geld
    World
    Lamia
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Brandedblade View Post
    Technically, they all are "DPS up" buffs. Just because they go by different stats doesn't change that. The thing about damage up buffs is that if they're too strong, they will scale too massively and thus screw with game balance. However, keeping the damage boosts lower and filling the gaps with more personal dps let's one give that damage up to their group without it throwing the game balance out of whack.
    At that point, the main problem I have with the 5.x card system is: for the relatively low amount of added DPS for others, 1) how many buttons I've pressed, 2) how many times I've changed targets, and 3) how much time I've diverted away from personal DPS and healing.

    That's it in a nutshell. Unless Squeenix figures out a way to reduce how much clicking and re-targeting it takes to *use* the card system, the time and energy it consumes is horribly small compared to the end benefit. And I don't see any simple way for devs to reduce all that clicking and re-targeting without at least increasing the buff durations.
    (13)

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