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  1. #1
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    802
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100

    The Astro Cards I Want

    All Cards grant target a 2% damage Increase for 30 Seconds and have a 100 Sec Cool Down once drawn making it impossible to draw the same card repeatedly in succession while still allowing RNG.

    Sun, Moon, and Star Seals on each card would no longer exist along with Divination, Redraw, and Undraw as actions.

    Card Effects

    Bole: Reduces Target's Damage Suffered by 10%
    Ewer: Mp Refresh 50 Potency
    Spire: Increases Movement Speed by 10%. Effect Radius is increased by 20 yalms if outside of combat to all nearby party members.
    Balance: Guarantees next 3 weapon skills or spells will be Critical Hits. Remaining uses are shown on buff Icon.
    Spear: Guarantees next 3 weapon skills or spells will be Direct Hits. Remaining uses are shown on buff Icon.
    Arrow: Increases Determination by 15%

    Actions

    Lv. 30
    Draw and Play
    Abilities remain unchanged except they are no longer restricted to combat.

    Lv. 40 (replacing Redraw)
    Fortune Foretold: Return currently held card to your deck and add its effect to the next card played. Up to 2 additional Card Effects may be held at any time. 60 Sec Recast.
    Additional Effect: reduces Draw cool down by 12 secs.
    (At lv. 78 this ability gains 2 stacks via Trait)
    • Using 2 card effects will yield a 4% damage increase.
    • Using 3 card effects will yield a 6% damage increase.

    Lv. 50 (replacing Divination)
    Royal Road: Apply Current Card Effects to Target and all nearby party members within 10 yalms. 90 Sec Recast.

    Lv 52
    Minor Arcana: transform currently held card into Lord or Lady of Crowns.
    • Lady of Crowns: Deal 60 Potency Damage to Target and all nearby enemies. Range 30 yalms. Radius 5 yalms.
    • Lord of Crowns: Deal 200 Potency Damage to Target. Range 30 yalms.

    Lv. 66
    Time Dilation: Extend beneficial effects cast by you on target by 15 seconds. Any of your Damage Nullifying Barriers on Target will also have their remaining potency increased by 10%. 90 Sec Recast.

    Lv. 70
    Sleeve Draw: Instantly draw a card with two additional effects. Individual Recast Timers for previously used cards will be ignored.

    Purpose
    I want the Cards to have individual flare like their lore demands they should. I realize my suggestion leads to the Astro having a less stable DPS contribution but I personally enjoyed it more when some cards were better than others in certain situations. With this version you can always boost DPS to some degree and choose whether you would like to focus on that or use the Cards for their main effect like MP Refresh or Damage Reduction instead. It gives a real choice in play style instead of simply an illusion without forcing a player to have incredibly high Actions Per Minute which is my main reason for removing Redraw and changing Sleeve Draw.
    (7)

  2. #2
    Player
    Malmstrom's Avatar
    Join Date
    Nov 2015
    Posts
    375
    Character
    Furious Dream
    World
    Zalera
    Main Class
    Gunbreaker Lv 90
    So you want them to have extra flair but be largely useless.
    (5)

  3. #3
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    802
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Malmstrom View Post
    So you want them to have extra flair but be largely useless.
    I'm not quite sure what your definition of useful would be. The DPS increase from each individual card is definitely smaller but this compensates for being able to spread multiple effects like forced crits and direct hits to the entire party with 4% increased damage for 30 Seconds. I tried to factor in the longer buff duration and possibilities for combinations. To me, seeing a single dps hit multiple crits is also just more satisfying than knowing they are doing 8% more damage which can easily be lost from a few hectic AoE patterns but the real joy comes from having differing cards. I want to gamble again, just not with the option for 8 Spires in a row.
    (3)
    Last edited by NobleWinter; 01-27-2020 at 09:10 PM.
    If I'm 5 seconds into a Rez please don't use Swift Cast and steal my glory. Just let me waste the MP.

  4. #4
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    3 things
    1. I think RR should apply to current held card not one out already (wording is bit off as can't tell if you actually mean that or not)
    2. You have to either make Fortune foretold only useable in combat or buff lasts no more than 30s or you would create an obnoxious prepull wait time (2 mins by that description)
    3.This wrest full control away from the player something the old system didn't fully do both have rng but with abilities like spread and redraw you had small ways to manipulate it to better odds, this system would favor Balance + Spear + Arrow combo for opening card with literal 0 ways to try and make it happen, something the old system allowed people to do with aoe balance (some mitigation is good as there will always be a best card when they have different effects but 0 mitigation will just frustrate people even when all cards are useful)

    Other than that I like the effects, gets rid of the sleeve draw issue we keep the targeting problem of single only for most draws but since happens way less often it wouldn't be as troublesome, can't say how op 6% dmg + 15% det + next 3 skills/spells be crit+dhit would be to party though but getting that would probably be a high high
    (1)

  5. #5
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    In my opinion you made the cards a bit worse. The only "useful" cards would be Bole and Arrow. Bole basically getting it's old effect back, which most people want, but Arrow increasing Det feels meh. As for the other 4 cards

    Ewer: MP refresh is no longer a thing otherwise the skills Refresh and Mana Shift would still exist

    Spire: movement speed increases arent really a thing, which is why Fist of Wind went so long being "useless". Also why wouldn't movement speed be tied to the Arrow, again?

    Spear/Balance: similar to the old Spear effect, before it was changed to a crit % increase, augmenting someone elses kit doesnt really work. You could give someone the chance to auto crit/direct-hit, but it should be a percentage, not a flat next number of skills deal. Otherwise it'll be wasted.

    But, I did think of something that maybe SE should impliment with the cards, since a lot of people want the Bole effect back. What about Sect specific effects. Like let's say under Diurnal Sect Bole is a 10% damage reduction, but in Nocturnal sec it's a Regen. SE has already decided to play up the whole use both stances deal, why not use that to greater effect with the cards. Plus it would make using the cards on yourself more viable. Plus it would make Diurnal Sect have an actual use once you get it, since currently you don't need it before level 34, when you get a skill it works with.
    (0)
    Last edited by Eloah; 01-28-2020 at 01:11 AM.

  6. #6
    Player
    Reyna_Balmore's Avatar
    Join Date
    Dec 2019
    Posts
    60
    Character
    Blangohta Elilryss
    World
    Jenova
    Main Class
    Astrologian Lv 80
    Or

    Return the card system the way it was in 4.0, return all skills taken away, and just find a different effect for the Spire card
    (11)

  7. #7
    Player
    Vitreus's Avatar
    Join Date
    Jul 2019
    Posts
    72
    Character
    Vitreus Hyalus
    World
    Behemoth
    Main Class
    Botanist Lv 70
    I just want the old card system back. Not only did it not fly in the face of the lore but as a player I had much more control over redrawing, spreading, and consuming them with royal road. Now we just redraw or use. They should have just tweaked the numbers instead of starting from the ground up on a complete rework that is still flawed.

    And yeah they slapped on three charges of redraw it feels inherently flawed. Divination is such a ridiculously long setup and cool down for an absurdly low payoff.
    (5)

  8. #8
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Reyna_Balmore View Post
    Or

    Return the card system the way it was in 4.0, return all skills taken away, and just find a different effect for the Spire card
    Spire and Ewer would both need new effects. MP regen was removed from the game, besides personal buffs.
    (0)
    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.

  9. #9
    Player
    Heilstos's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    259
    Character
    Marius Heilstos
    World
    Odin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Eloah View Post
    Spire and Ewer would both need new effects. MP regen was removed from the game, besides personal buffs.
    Hey Eloah and the rest here ,

    I think that Reyna mean that this can open up a niche. But I think that not the plan that wants SE wants. I think atm that we have a war from the people that like the new Buffsystem (till 15% dps push for 15s) against the people who loves the utility kit. But the Question is what is the intention from SE how much utility should the healer get (on the case the AST).

    But this idea has problems (in my eyes):

    - Problem 1: The cards get allways a dps because the 2% dps buff -> Make the the 2% as AoE (30y) and you do not need Royal Road.

    - Problem 2: Lady and Lord of crowns are not great if the get a 100s cooldown... That skill can not be like it is.

    - Problem 3: Time Dilation will allways be better in Diunal against Nocturnal. You have more HoT as Diu instand the shilds from Noc Asp. Helios and asp. Benific have the same shild effect but the HoTs stack. You would make Nocturnal weaker with that skill. I think it was a good idea that this is gone...

    - Problem 4: Arrow is a card that is for some player hard to play. You have to look, who is the person with the best DET on his/her gear. -> Make it like the reinforce the main stats I thinks that a bit easyer.

    - Problem 5: Fortune Foretold is an skill thats make the strong that SE have to change the personal DPS.

    - Problem 6: The snowball effect from Sleeve Draw and Fortune Foretold is strong. The Question is from the side of the Dev team could be how should we balance this to the other healer.

    greedings,

    Marius
    (0)

  10. #10
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    I mean, I like these cards. I'm kind of wishing that having different specializations for each job was a thing, so that this could be an alternate deck to our current one (and I'd never touch the current deck ever again).

    That being said, there's going to be, like, 3-7 people who continually try to give an intellectual dissertation on the specific problems that would present themselves with their implementation, and Squeen will look at those seven people, choose the one that decided to meme in their post, and follow that post's every word like the gospel.
    And then healers get their healing potency increased by 50% across the board because it's decided that would make healers happiest, and we continue to sit in awe of the point that Squeen keeps missing.
    (5)

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