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  1. #1
    Player
    Rai_Takara's Avatar
    Join Date
    Jan 2015
    Location
    Ul'dah
    Posts
    235
    Character
    Rai Nagisei
    World
    Jenova
    Main Class
    Dancer Lv 80
    Quote Originally Posted by YusiKha View Post
    Wrong. It is a gain for everyone, and only MCH's rigid 60s rotation made it unlikeable (but you can adjust by doing nothing for ~1/2 a GCD, and still have your Autos buffed). 'Most people' didn't actually care about it, since even if you didn't adjust it was still an undeniable DPS boost.
    I can tell that you barely played AST in StB with how you're firing off conjecture that is literally rebutted in the guide to the class

    And I agree with you that RNG choosing whether you get a buff or not is a bad idea - but my preference is to change 'will I get card?' to 'when I get card?'
    If Draw gave you all 6 cards but in a random order, then you have to shuffle it into the desired RR+Card pairings.
    I can tell you haven't done your research on me. I can also see you barely have any savage AST experience whatsoever in SB and in ShB.

    Those kind of guides are for newer players, not seasoned ASTs. There are some non-truths that exist and one of those is that AoE arrow is worth playing. You only ever played single target arrow on the jobs that don't have rigid rotations like BLM (or heck your cohealer even). I can also tell you from experience, most people that I've ran with have specifically asked me to not arrow them as it messed up their rotation. If we bring up the top end optimization people build their gear to specific GCD per fight and arrow messes that up. In fact people have setup macros to remove arrow if they receive it. Really the people that would be capable of squeezing DPS don't want it, so to anyone else, arrow is just a fun card that doesn't help their damage but makes them got faaaaaast.

    I'm still a big fan of the seals being a combo system where you throw 3 cards in and get a unique buff out along with the standard 6% damage buff, every time. Leaves the damage portion out of RNG but still gives you card choices.
    (2)

  2. #2
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    662
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    Just came up with this random Idea
    Bole: Grants target Physical defense boost 10% for 20 seconds
    Ewer: MP refresh potency 25 for 10 seconds
    Spear: Grants target Magical defense boost 10% for 20 seconds
    Spire: Grants target HoT effect potency of 150 for 15 seconds
    Arrow: Extends the buffs you casted on target by 10 seconds
    Balance:
    Lady of Crowns: Cure Potency 300
    Lord of Crowns: Attack Potency 200
    I can't think of anything for balance yet
    This though grants utility to each card, removing arrow haste, no balance, no crit, no direct hit, giving back time extender to a card. Arrow does not extend divination, only manual spells casted on a target.
    (2)
    Last edited by MitsukiKimura; 02-11-2020 at 03:10 PM.

  3. #3
    Player
    Lastelli's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    937
    Character
    Lastelli Sungsem
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by MitsukiKimura View Post
    Just came up with this random Idea
    Bole: Grants target Physical defense boost 10% for 20 seconds
    Ewer: MP refresh potency 25 for 10 seconds
    Spear: Grants target Magical defense boost 10% for 20 seconds
    Spire: Grants target HoT effect potency of 150 for 15 seconds
    Arrow: Extends the buffs you casted on target by 10 seconds
    Balance:
    Lady of Crowns: Cure Potency 300
    Lord of Crowns: Attack Potency 200
    I can't think of anything for balance yet
    This though grants utility to each card, removing arrow haste, no balance, no crit, no direct hit, giving back time extender to a card. Arrow does not extend divination, only manual spells casted on a target.
    So your solution is making all cards close to useless. Well, that's one way to prevent cards fishing, I suppose. By the way, with these changes every card will be just used for minor arcana except for Spire that would be slapped on the main tank (and Bole, but only during big pulls in dungeons). The effects of the other cards are too situational and/or too weak.
    (0)

  4. #4
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    662
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Lastelli View Post
    So your solution is making all cards close to useless. Well, that's one way to prevent cards fishing, I suppose. By the way, with these changes every card will be just used for minor arcana except for Spire that would be slapped on the main tank (and Bole, but only during big pulls in dungeons). The effects of the other cards are too situational and/or too weak.
    Maybe offer your suggestion instead of just saying what I offered to be useless. Old card effects won't work with how things are now. Personally I don't think its useless so I'll wait for what you have to suggest.
    (0)

  5. #5
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    662
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    If you want the old cards then you will need to change
    Balance
    Arrow
    Spire
    And nerf or change crit.
    If you come up with a solution let me know.
    (0)

  6. #6
    Player
    Lastelli's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    937
    Character
    Lastelli Sungsem
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by MitsukiKimura View Post
    Maybe offer your suggestion instead of just saying what I offered to be useless. Old card effects won't work with how things are now. Personally I don't think its useless so I'll wait for what you have to suggest.
    I'm perfectly fine with a system where all cards are damage buffs. They just need to find a less cumbersome way to distribute cards.

    But if I could have it my way, I'd like something like this: make one card a defense buff and the other 5 different flavors of dmg up, some of which are better for some dps jobs (crit., direct hit, straight dmg buff, gcd speed up, autoattack speed up). Keep the seal system and divination. Bring back the old lord/lady and add an aoe+stun effect to lord and make them strong enough to be worth using over the normal buffs in some situations. Give AST a closed position equivalent to give cards to the selected target without having to directly select it every time you use play (effect is overridden if you're selecting another dps player when you use play). Don't bring back the royal road mechanic, but bring back time dilation. Sleeve Draw gives you one (not three) additional card.

    What this achieves: 5 cards are always good, with little variation depending on party comp (gcd speed up -> better on a BLM, autoattack speed up-> better on a MNK etc.), the defence up card is situational and mostly used in dungeons or if you're lucky enough to draw it before a tank buster that isn't covered by tanks' cd (doesn't really happen, but whatever, let's pretend we want some freedom of choice), but if you don't need it you can redraw it and get something actually good. At the same time the AST should alternate cards to get 3 different seals. Seals should accrue only when they're different and divination should be usable on cd even if you don't have 3 seals: if you already have a moon, the next moon card you play won't give you any seal, so if you're unlucky enough to only draw moon you will then use a 1-seal divination that provides a 4% aoe dmg boost. Closed position makes it so that you can feed all cards to the same dps without having to switch target, making the card system less busy (especially in the opener, since you'd have 2 cards less), but you'd still have room to optimize by giving the right card to the right dps if you wanted to.

    What I don't want to see: situational effects tied to rng that compete with universally useful effects (dmg buffs). That's asking for trouble.
    (0)

  7. #7
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Six months on and this is still going?
    We're not getting the old cards back, please get over it, for your own sake.
    (2)

  8. #8
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 100
    Quote Originally Posted by Seraphor View Post
    Six months on and this is still going?
    We're not getting the old cards back, please get over it, for your own sake.
    Apologies that some of us think this new system is terrible. You’re free to not click on AST discussions if they’re going to upset you that much.
    (5)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  9. #9
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    662
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Seraphor View Post
    Six months on and this is still going?
    We're not getting the old cards back, please get over it, for your own sake.
    We're not happy with this system, don't be clicking on these threads if you're gonna complain about it.

    I'm mostly tired. I can't think of anything nor else try to anymore
    Balance changed to Determination 15% 30 seconds
    Spear: Crit 5% 30 seconds
    arrow : Extends buffs casted on target by 15 seconds
    Bole: 15% damage reduction 30 seconds
    Ewer : HoT regen potency 30 30 seconds
    Spire: 10% direct hit buff 30 seconds
    Im out of ideas, nor less just ready to stop trying
    (2)

  10. #10
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Problem with making all cards utility is that it is vastly redundant (minus mp restore for Ast alone) as even in TEA hlrs are spending very large portions on dps as their healing tools aren't needed adding more is just giving bloat.

    But I will offer a version of the system for pure defensive utility.

    Draw gives 200 mp to Ast
    Spire: cure potency 50, shield potency 200% Can stack with all shields duration 30s
    Bole: 15% Dmg reduction, duration 30s
    Balance: 400 potency heal
    Ewer: cure potency 50, HoT potency 30 duration 30s
    Spear: makes block/parry chance 50%(baseline) duration 30s
    Arrow: movement speed increased by 20% duration 30s
    Lady: Doubles card effects duration 40s
    Lord: half card effects but makes them aoe based on target duration 40s
    Sleeve Draw: Gives 3 cards 1 of each seal in succession.
    Divination: 1 seal - 20% dmg increase for 15s, 2 seal - 22% dmg increase for 15s, 3 seal - 25% dmg increase for 20s


    Even typing it I could feel the redundancy of it all, has problems where most go on tank alone unless people mess up, opener remains hectic but would feel more worthwhile for payoff, rng opener is eliminated but cards will have low impact since no real oomph, divination has better solo use but cards do not (with Lord being a hinderance).

    I do not think this type of system could work without heavy encounter redesign, I really think we either have a 'balance or bust' system where 1 card would remain superior or an efficiency system where everything is just bland.
    (1)

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