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Thread: 5.3 AST Changes

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  1. #1
    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 Gemina View Post
    If they start adding in ways to shave away RNG layers, then we start dealing with elements from the old card system that are only detrimental rather than beneficial. What actually has to happen in this regard is Divination values reworked. Two of one type of seal is the lowest common denominator, and should provide the least benefit. Getting three of one type of seal isn't any easier than getting three different types. It's just such a flawed system from the ground up

    As far as Sleeve Draw, I was thinking that giving two random seals, and also drawing a card to be played might be possible. I also think they might do something with it way out of the box. I guess we just have to wait and see.
    Funny you should say that, because while seasoned AST players didn't mind RNG, it was primarily the DPS crowd who wanted *no* randomness and were primarily the reason that Squeenix killed the variety of buffs we used to have, in favor of a watered-down DPS buff for every card.

    IMO, including RNG in the job's toolkit was what justified a few of those 'random' abilities to be powerful, was why there were tools to deal with the cards drawn which weren't useful at the moment, and ultimately, why astro could be so satisfying to play.
    (19)

  2. #2
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Side-Eye View Post
    Funny you should say that, because while seasoned AST players didn't mind RNG, it was primarily the DPS crowd who wanted *no* randomness and were primarily the reason that Squeenix killed the variety of buffs we used to have, in favor of a watered-down DPS buff for every card.

    IMO, including RNG in the job's toolkit was what justified a few of those 'random' abilities to be powerful, was why there were tools to deal with the cards drawn which weren't useful at the moment, and ultimately, why astro could be so satisfying to play.
    I honestly LOVED the RNG of Astro. When I picked it up it was my first healer, so i didn't have anything to base it off of. When I got spread and royal road it made "Fishing" for a card FUN! Nine times out of ten the party wanted spire/balance. But there were times when nobody cared. So I look at the party make up and bole/spear on a monk,nin,sam. Or balance/balance a dragoon or balance/bole a tank to give me a slight break in healing for more DPS.

    I understand why they made everything the same, but at the same time it took away a lot of what made astro fun. And that was really coming up with fun and interesting ways to play your cards, with time dilation, and celestial opposition. I doubt they well ever go back to this in 6.0, if anything it will just become the next monk.
    (5)

  3. #3
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Side-Eye View Post
    Funny you should say that, because while seasoned AST players didn't mind RNG, it was primarily the DPS crowd who wanted *no* randomness and were primarily the reason that Squeenix killed the variety of buffs we used to have, in favor of a watered-down DPS buff for every card.

    IMO, including RNG in the job's toolkit was what justified a few of those 'random' abilities to be powerful, was why there were tools to deal with the cards drawn which weren't useful at the moment, and ultimately, why astro could be so satisfying to play.
    AST mains constantly talk about this. While I am not being incredulous, it doesn't change that if you weren't fishing for Balance, you weren't playing the job correctly. I thought AST was pretty fun too back in those day, until I became painfully aware of this, which stripped the job of any enjoyment for me. Trust me, the only player in your party who cared about the other buffs was the AST. All in all, you are echoing what I've been saying, and the meta is to blame for the way things currently are.
    (1)

  4. #4
    Player
    Limonia's Avatar
    Join Date
    Dec 2013
    Posts
    511
    Character
    Elrica Lavandula
    World
    Omega
    Main Class
    White Mage Lv 90
    As long as it's something that makes me not having to switch targets as often as now it's fine with me.
    Currently, healers are in a weird state, but still playable for me - aside from AST. I hate Sleeve Draw. It's annoying enough that I have to switch targets for every Draw ever since we lost Royal Road. It already makes me play AST way less than the other healers, and Sleeve Draw makes me play it almost never actually.
    (7)

  5. #5
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    The more that I use Sleeve Draw the more niche it feels. It's designed to give me 3 chances to build a max % buff seal for divination. For the opener it's great as usually not much is going on mechanics wise.

    Fast Forward to the next sleeve draw and i'm dodging AOE, healing, DPSing, and probably selecting a party member to get rid of a minor arcana so that my sleeve draw isn't messed up. Just a lot going on usually.

    Now with all that overlapping into my sleeve draw I sometimes have this flusterd moment where i'm like OMG is that melee or ranged?! Where is the damn ranged!? OMG there isn't any MELEE!??? *throws at tank*

    The timer for sleeve draw is now ticking down and pushing my next divination further back. This must be the drift your talking about?

    Sleeve draw needs to be a straight up 1 of each seal and change the CD to 240sec, so then you get 1 sleeve draw every other divination. Not to mention buff on demand for lining up with raid DPS better, just depends which end of the raid dps you want to stand on. Pop divination at the start for HIGH dps, or wait for the lower end to supplement for more even consistent DPS from start to finish.

    This means your next manual build has to be RIGHT out of divination pop to line up the 120sec CD from manual build to sleeve draw.

    Redraws I feel will just be the nature of the beast and balance out the class a little keeping that RNG feel.

    Lately I have been using sleeve draw coupled with a manual built divination. This supplements the 6% with another 6% from minor arcana. So it goes like this: Manual build seals -> divination -> sleeve draw -> minor arcana to respective party members. It can be tricky to pull off but works great. Just wish I still had time dilation or celestial opposition still worked the same way. I used to do this in stormblood all the time. Then it changed. *kicks dirt* Loved seeing 1 min of uptime on my buffs lol although I can't remember if both skills worked for minor arcana.
    (1)

  6. #6
    Player
    Xiun's Avatar
    Join Date
    Aug 2017
    Posts
    14
    Character
    Sweet Boy
    World
    Cactuar
    Main Class
    Astrologian Lv 80
    Would hate for sleeve draw to just give 3 seals. I understand the controller issues, but part of the fun of AST for me is the quick thinking and playing of cards. Would really hate for it to be watered down even more.

    I'm really hoping with the mention of sleeve draw and MP off of lightspeed that we might see our MP regen tied to cards, making playing them feel much more rewarding for the astro.
    (1)

  7. #7
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,870
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Xiun View Post
    Would hate for sleeve draw to just give 3 seals. I understand the controller issues, but part of the fun of AST for me is the quick thinking and playing of cards. Would really hate for it to be watered down even more.

    I'm really hoping with the mention of sleeve draw and MP off of lightspeed that we might see our MP regen tied to cards, making playing them feel much more rewarding for the astro.
    I’m with this guy, so far AST have been trivialized with this nerf it will sand off AST to its basic form. AST is already bogged down from 4.0. Is 6.0 just gonna do away with cards? Because it’s a few steps away from it
    (0)

  8. #8
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,702
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jirah View Post
    I’m with this guy, so far AST have been trivialized with this nerf it will sand off AST to its basic form. AST is already bogged down from 4.0. Is 6.0 just gonna do away with cards? Because it’s a few steps away from it
    While I don't like watering down jobs further. Sleeve Draw is such a mess, I'd be fine with them simply making it give three seals and hopefully they can improve Astro as a whole come 6.0
    (1)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  9. #9
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Considering Aetherflow restores 1000 MP every 60 seconds, I think simply activating "Draw" should restore 500 mp on self.
    (1)

  10. #10
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,221
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Jonnycbad View Post
    Considering Aetherflow restores 1000 MP every 60 seconds, I think simply activating "Draw" should restore 500 mp on self.
    Aetherflow is only a part of the SCH kit for restoring Mp though. They also use Energy Drain and Dissipation to leverage control over their healing resources, which helps manage their mana when used correctly. Personally, I don't think 500 MP per Draw is going to cut the need to have a lot of extra piety in AST's gear, but I'll just have to try it out and see.
    (0)

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