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Thread: 5.3 AST Changes

  1. #41
    Player
    ForteNightshade's Avatar
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    Oct 2013
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    Limsa Lominsa
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    3,614
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Saefinn View Post
    But I expect for Savage and Ultimate, MP could be s hindrance for AST players? Not sure how much of a difference it makes there as not taken mine there.
    It's brutal if you're aggressively DPSing, have to raise or even misalign your Lucid Dreaming casts. Basically, Astro will bottom out no matter what you do unless the fight has ample enough downtime to make up for it. Dying just makes you want to die again. The big issue is Astro has absolutely no way to recover. Both White Mage and Scholar can effectively relegate Lucid to their backup spell whereas Astro clings to it for dear life. It doesn't help that prior to the forthcoming change, Lightspeed was used for Sleeve Draw because of the sheer amount of weaving you have to do.

    Now if you aren't as aggressive DPS wise, it's a bit easier to handle. Raising still hurts far too much relative to the other healers. Personally, I actually wouldn't mind more emphasise put back into resource management but at the moment, it's not fair only one healer has to deal with it while the other two don't.

    Quote Originally Posted by IllyaPrisma View Post
    If WHM had the same mobility and weaving capability as AST, the balance of healers would be completely thrown out the window. There would need to be potency reductions across the board for WHM to even consider it.
    You also can’t compare WHM and BLM, as Shadowbringers displayed clear DPS favoritism from a development perspective.

    Take a step back and think about balance rationally, and not just what you personally think is best. It’s the community spouting ludicrous ideas like yours that got healers into the homogenized mess we are currently in.
    You're really overstating how powerful White Mage actually is. At optimal levels, you'll barely lose a single cast due to movement issues. Even if there was a discrepancy, lowered potency for better movement tools would be a far superior design choice. Clipping is not fun gameplay hence why they've made so many additions to Black Mage's kit. It had nothing to do with DPS favoritism but other people's dislike towards their design. Well, that and Black Mages so readily eating mechanics to avoid moving.

    And lets be honest with ourselves here. The homogenization occurred because the dev team keeps trying to cater towards the lowest common denominator. And because they still think we heal through GCDs and need to consider our casts instead of how we actually play, which is to spam Glare/Malefic/Broil 70-90% of the time.
    (3)
    Last edited by ForteNightshade; 08-06-2020 at 03:43 AM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
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  2. #42
    Player
    Synaesthesia's Avatar
    Join Date
    Aug 2019
    Posts
    55
    Character
    Nime Nisime
    World
    Brynhildr
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Liam_Harper View Post
    .
    It seems AST isn't unpopular due to power, but more to gameplay and the changes, so that should really be their main focus.

    I'd like to see them address ScH's pet and WhM's weaving first, but for some reason it's buffing and reworking the top healer in the wrong way. It's a bad sign if they're still this out of touch after all these months of feedback.
    Wait, so they're fixing the issues controller users were having with sleeve draw and addressing the mana deficit issue that the other two healers don't have, which is literally addressing gameplay issues.. and You think this is buffing and reworking the "top healer" the wrong way after just stating that they should focus on fixing the gameplay issues?

    They're not going to do real reworks on healers at this point, they're locked into trying to patch up their current systems until they can introduce a freshly half baked trainwreck for 6.0..
    (9)

  3. #43
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
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    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForteNightshade View Post
    It's brutal if you're aggressively DPSing, have to raise or even misalign your Lucid Dreaming casts. Basically, Astro will bottom out no matter what you do unless the fight has ample enough downtime to make up for it. Dying just makes you want to die again. The big issue is Astro has absolutely no way to recover. Both White Mage and Scholar can effectively relegate Lucid to their backup spell whereas Astro clings to it for dear life. It doesn't help that prior to the forthcoming change, Lightspeed was used for Sleeve Draw because of the sheer amount of weaving you have to do.

    Now if you aren't as aggressive DPS wise, it's a bit easier to handle. Raising still hurts far too much relative to the other healers. Personally, I actually wouldn't mind more emphasise put back into resource management but at the moment, it's not fair only one healer has to deal with it while the other two don't.
    As, then I'll concede and say it's a reasonable change. Though I guess kinda annoying that Raid balance affects balance everywhere else and negatively so in places. I feel like Raid balance really ought to be a separate thing.
    (0)

  4. #44
    Player
    Gravagar's Avatar
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    Aug 2013
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    107
    Character
    Amanogawa Murasaki
    World
    Excalibur
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Saefinn View Post
    As, then I'll concede and say it's a reasonable change. Though I guess kinda annoying that Raid balance affects balance everywhere else and negatively so in places. I feel like Raid balance really ought to be a separate thing.
    Careful what you wish for- some say, to this day, the fountain of PvP enthusiast tears has still not dried up... (I say this as someone who preferred the pre-ability-segregation PVP systems, but doesn't hate the new one)


    I believe that a good job is not really a good job unless it performs well when stressed to its limits. If you make a job that plays well, with its own set of challenges, at the highest level of stress-testing (or 2nd highest, or 3rd highest), then I think that job should still play well when you're not pushing it to the limits. That, and when I look at the quality of reworks that jobs like Black Mage get, it kinda makes me want to hold them to BLM standards for every other job. (Partly out of petty envy, I admit, but partly because I pay the same sub / bi-annual xpac fees as BLMs do)
    (3)

  5. #45
    Player
    Saefinn's Avatar
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    Aug 2013
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    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by Gravagar View Post
    Careful what you wish for- some say, to this day, the fountain of PvP enthusiast tears has still not dried up... (I say this as someone who preferred the pre-ability-segregation PVP systems, but doesn't hate the new one)


    I believe that a good job is not really a good job unless it performs well when stressed to its limits. If you make a job that plays well, with its own set of challenges, at the highest level of stress-testing (or 2nd highest, or 3rd highest), then I think that job should still play well when you're not pushing it to the limits. That, and when I look at the quality of reworks that jobs like Black Mage get, it kinda makes me want to hold them to BLM standards for every other job. (Partly out of petty envy, I admit, but partly because I pay the same sub / bi-annual xpac fees as BLMs do)
    On the flip side it means PvP balance doesn't affect the jobs outside of PvP.

    Heck, one doesn't have to go the extremes of PvP.
    If it is a problem having a job that works well for high end raids whilst not being dull or OP in other content...

    Then I guess the way I would do it is:

    Add raid specific potencies to abilities or even restrict usage of certain abilities in raid.

    Eg. On the MP management, Lucid Dreaming could have a weaker base potency that's higher in Raid. Outside of raid heal spells could be less potent.

    And the reason I say "restrict certain abilities" because I think things can be taken a step further and give/keep more abilities on jobs that add flavour or complexity to them. At least, I would see this benefitting healer players the most. Maybe other jobs less so without feeling like bloat, but even then, I think some wiggle room.

    Outside of raid and PvP balance is less important and I think that gives more flexibility to do more interesting things, like we saw with Blue Mage.

    Heck, I'd then take it one step further than that, subject the Limited Job system to this. Limited job could mean: "you can't raid with this and your game breaking abilities only work in certain content and are resisted elsewhere". Meaning Limited job content last more than 4 weeks at a time too. Raid balances is therefore unaffected and non-raid content gets more interesting stuff and doesn't have to feel like a face roll.
    (2)

  6. #46
    Player
    Gravagar's Avatar
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    107
    Character
    Amanogawa Murasaki
    World
    Excalibur
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Saefinn View Post
    On the flip side it means PvP balance doesn't affect the jobs outside of PvP.
    ...
    And yet, Fluid Aura keeps getting nerfed anyway... WHM has a lot less CC now than prior to the PvP minigame split, which, tbh... speaking as someone who abused the heck out of WHM's insane CC back then, oh boy did they deserve to get all of that nerfed. Yet, fast forward... All of the CC has been nerfed despite the fact that it's split- Fluid Aura is RIP, I don't even know if they still have Repose or not, Stone for Heavy is gone entirely, Blizzard 2 for Bind is also gone... Removing WHM CC only really affects PVP, yet, it still got removed from PVE anyway.


    Where am I going with this? Probably... that I can't trust this team to upkeep two whole different versions of each healer when they're mucking up one version of each healer this badly. Also, the way you've worded it, I have to ask (edit: I'm curious and would like to hear more thoughts, tone isn't meant to be confrontational or anything)- what would you gain outside of these raid battles that would make your job gameplay more interesting? It sounds like you envision gaining things during raid battles, but would you also lose something when you enter them?
    (1)
    Last edited by Gravagar; 08-08-2020 at 10:53 AM.

  7. #47
    Player IceBlueNinja's Avatar
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    Jan 2020
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    525
    Character
    Blade Beoulve
    World
    Faerie
    Main Class
    Sage Lv 90
    I honestly love the old card system in stormblood, I started as a whm am only 1 year old on the game almost 2 now and when I was checking out the other 2 healers, the astro really give me that kick like ok that is my sure to go class, though before it was red mage until I did a trial as a white mage and seeing the stuff this astro class I have not know about do am like omg it just seem so useful with those cards. every card but spire had some good about it, if i have a blm, amma sling a arrow on them so that they can burn the heck out of mobs fast along with their leylines so they just poping fires like crazy, bole i love on my tank for more having to put abit more dps and less healing, ewer to restore mp , spear to give my monk/bard/machinist some crits or balance depending on the situation, only pointless card to me was spire which i always royal road for aoe to give another card to team base on situation. Overall every card in the old system was of used to me cept spire, I love the rng and the luck it took in old storm blood with ast. Sbh just killed most the fun, sure they top up our regens and shields and I am glad about that but jesus the main thing of ast power was the cards, aint nothing annoying than having 2 melee dps + tank themselves is melee, half the cards in the deck becomes useless cause am not gonna card myself over the dps or tank so am flipping with more annoying rng getting more range/ healer cards than tank/melee dps cards. Nope I will always hate this card system we got. Ah glad I made memory vids of my storm blood ast how way funnier it was with cards then. But all in all the overall thing I want is us to have some way to get mana back 2 spells to give us back mana just like whm/sch does and people will stop gaping about that on ast, reality is people more hate the mp issue more than even the now crappy card system of AST. I bet if at least the mp issue is fixed even this lame card system is not much of a bother. Only slight thing am about confused that most people say Ast dps is high yet our potency on malefic is only 250 where broil is 280 and glare is 300? I guess then again the faster cast of malefic vs the glare/broil could be the thing else if some other reason why let me know :P. Most people do not like noct stance or dont care for it(but it can be used based on how ur ast is set up right and be broken for many a times my shield will save my behind over my regen even at full hp if I some how slip on some would be 1 hit mechanic but point is the 500 mp increase to aspected benefic when use in noct stance need to also be removed, that was really truly not necessary period for our already lack of mp management tools.
    (1)
    Last edited by IceBlueNinja; 08-09-2020 at 05:31 AM.

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