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  1. #41
    Player
    owolett's Avatar
    Join Date
    Jul 2020
    Posts
    5
    Character
    Owo Uwu
    World
    Tonberry
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by hiz View Post
    I am failing to understand. I apologize for my low level of English proficiency, but I find it difficult to parse your intentions when you employ words like "flow", "clunky" and "awkward" without really saying what exactly you are referring to. In our original post (and a few subsequent posts of my own) I feel we concretely laid out what exactly was our problem with this new iteration of SD. May I request you do the same?
    You have to consider the fact that a good majority of the playerbase don't understand the game's systems in the same way that good players do. Heck the poster I replied to before cleared the entire savage tier but clearly didn't know the proper opener. Some people straight up don't understand how to weave, or don't know to target other players during their cast, bad keybinds, not using targetting hotkeys, not using lightspeed etc. All of the above add to the "clunkiness". A lot of people also seem to think for some reason that you had to try so hard for a 6% divination when really 5% is enough and can be accomplished very easily by just chucking out all your cards fast (which isn't that hard, you have can literally do it by single weaving in 3 GCDs).

    Call me elitist, but I don't think this was an issue, people just needed to get good, stop complaining, look up resources and practice (you know, like how other non healer jobs need to build their rotation into muscle memory). But nevertheless there still stands issues with technical accessibility -

    1. Controller players. I don't think I need to say much more about this.
    2. Players with high latency. I used to have bad ping which affected my opener because cards came up with a delay which made it harder to react to, as well as being unable to double weave. This adds more to the "clunkiness" as you're stuck playing solitaire for a longer time if you can't even double weave redraw and play/MA in the same window.

    I understand that SE wants to cater to all players (even if PC players will always have an advantage), which is why they probably thought this change was necessary. Do I agree? Probably not; the other changes also overtuned AST to the point of being the both easiest and most overpowered healer right now.
    (0)

  2. #42
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Quote Originally Posted by hiz View Post
    Ok sure, I think myself and a few others have clarified what exactly the problem is on this matter, but I will give it here again.







    For DNC, I don't play the job myself but as far as I am aware precasting or not precasting Standard Finish has no effect whatsoever on its rotation nor its party buffs (as you have mentioned yourself already). The issue here is that for AST it is physically impossible to cast Divination without waiting prepull, unlike DNC that is unaffected rotation-wise whether they precast Standard Finish or not.
    It depends if you go for full min maxing Dnc or not, if yes then you already started standard step and an early pull misaligns it from technical for rest of the fight if there is no downtime which is a pretty big loss, most people don't wanna take that risk for a pitiful gain, which is the fundamental difference between Dnc and Ast, Ast needs that Divination to line up as its gain is much more substantial than pre standard step is, I was just pointing out to people that Ast forcing a wait isn't the 1st thing to contradict the Aetherflow lock.


    I won't be supporting any change for charges as that just brings back what old Sleeve Draw did particularly the opener, the opener is going to have you blow all the charges immediately thus constant target switching returns and as said before I ain't supporting anything that does this until they update their targeting system on controller.

    I will support CD reductions as they do not bring that problem back, I'll be happy if Sleeve Draw was 60s but I suspect it'll lose the guarantees a seal you don't have clause if that is the case whereas 90s it would probably keep it.

    If Draw had a 5s reset outside combat could alleviate the early pull problem and if organised you get 2 cards out pre pull with the 3 still from current opener.
    (0)

  3. #43
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Bah, AST is still continuing to go away from his Stormblood version.
    Sleeve Draw was just so fun and interesting to use.
    Imagining having 0 card at all, and in one sec bam 4 cards (spread, royal road, draw and minor arcana).
    It was interesting because you had to make the most quick and useful decision to how you manage a full randomize Arcana gauge based on your actual situation on the fight, party composition, own beliefs, etc.
    So many different situations and never bored of it.

    It was a very nice adding with Minor Arcana for SB because AST HW was quite suffering to not have more cards to play.

    And now what ? It gives only one card ?
    Geez, one more ability to add to the AST graveyard.
    (1)

  4. #44
    Player
    DBriggs304's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    754
    Character
    Fu Soya
    World
    Excalibur
    Main Class
    Red Mage Lv 55
    I rarely used Sleeve draw
    (1)

  5. #45
    Player
    AmurT's Avatar
    Join Date
    Mar 2018
    Posts
    23
    Character
    Snow Tygr
    World
    Lich
    Main Class
    Culinarian Lv 90
    I've said it before all the way back in 5.0, and I'll say it again, the new card system was doomed from the start.

    The Seals simply have no right to even exist and are only there to justify keeping actions like Minor Arcana and Redraw around, inflating the button count to 6(7 if you include Undraw) for a system that lacks both depth and complexity.

    It would be more interesting if Seals had uses other than enabling Divination, or if Divination had alternate effects other than varying potencies of damage up, but as they are now, they're unnecessary. Incorporating Sleeve Draw's effect into Seals was just a bad move in general because, again, the additional clause added to Sleeve Draw may as well not exist beyond the opener (which we now have to wait 30 seconds on).

    I hope 6.0 either reworks or reverts the cards, OR they add more actions to expand upon this system if they're determined to keep it. It's the only thing we have going for us when we're not spamming Malefic.
    (5)

  6. #46
    Player
    Gravagar's Avatar
    Join Date
    Aug 2013
    Posts
    107
    Character
    Amanogawa Murasaki
    World
    Excalibur
    Main Class
    Arcanist Lv 80
    I'm part of the AST crowd who kinda liked not having quite so many cards to spam- but I really like the breakdown on point #1. I was thinking, "ehh, it sucks that I lost 2 cards, but I'm happier to be able to dispel the RNG curse of Balance - Bole - Balance - Bole..."


    But reading point #1 makes me wish that they had done a better fix that dispels that curse without damaging the job's integrity. AST is already the last refuge for healers who want their job effectiveness to increased based on their skill-
    ...which is a mechanic in Final Fantasy XIV, developed by Square Enix for the PC and PS4...

    I know this is just a sidenote from an old Live Letter, but it's- it's just such an obvious thing that it shouldn't have to be said, yet it's something we have to shout, isn't it?!


    Quote Originally Posted by AmurT View Post
    I've said it before all the way back in 5.0, and I'll say it again, the new card system was doomed from the start.
    I just don't know why there's only one card. Why is there only one card? There's one single card that comes in 3 different colors. And why melee / ranged split? One card covers 4 jobs (plus tanks) and the other covers, like, 6 (plus healers) ? I rarely see balanced 2:2 comps. Hell, I often see 1:4 in 24 mans, too.


    Guess they ran out of time and resources after iterating multiple times over BLM (to please Yoshi P) and didn't have any leftover time or resources to polish AST more than a single iteration, if that.
    (3)
    Last edited by Gravagar; 08-18-2020 at 11:28 AM.

  7. #47
    Player
    hiz's Avatar
    Join Date
    Jul 2017
    Posts
    24
    Character
    Feuer Eigenschaft
    World
    Bahamut
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Gravagar View Post
    But reading point #1 makes me wish that they had done a better fix that dispels that curse without damaging the job's integrity. AST is already the last refuge for healers who want their job effectiveness to increased based on their skill-

    I just don't know why there's only one card. Why is there only one card? ...

    Guess they ran out of time and resources after iterating multiple times over BLM (to please Yoshi P) and didn't have any leftover time or resources to polish AST more than a single iteration, if that.
    I wasn't intending to post further, but since you've put this in a particular way I felt compelled to share my views on this matter... 4.x cards.

    In your post you suggest that the old 4.x iteration of AST rewarded player skill more, but this statement is simply untrue. In fact many players in JP (and NA/EU as far as I can observe) that play this game at the highest level voice a very strong preference towards the 5.x card kit because its optimization factors are magnitudes deeper than the 4.x iteration of the kit.

    Put simple:
    4.x optimum: Spam AoE on trick. Very heavily luck dependent.
    5.x optimum: Spread every party member's potency timeline and choose the maximum. Far smaller luck factors.


    A more detailed explanation:
    The 4.x optimum was spam AoE on trick, which meant you want two cards/60s, RR and the balance. Because draw and play shared cooldowns, there was nothing a player can do aside from hit draw every 30s and immediately get rid of it praying its the one you wanted. You could almost never draw balance + RR per 60s for the entire fight, so you'd find yourself doing a million compromises during pull; playing Spear, Arrow, non AoE cards, skipping a buff window for the next... the best possible option was blatantly obvious, yet you were only praying you could play that way. And MA was just even more RNG disaster.

    On the other hand, I will quote the original post for the 5.x version:
    Quote Originally Posted by hiz View Post
    There are many possible ways to play Shadowbringers AST cards as they are single target and can be played to any party member anytime during a 30 second window. Optimizing cardplay thus requires knowledge of your party’s jobs in addition to your own,
    Do you see that the number of options and the level of control we have toward achieving optimum are magnitudes higher than the previous iteration? We can pick the optimum target and oGCD window for every card in the fight. There are still luck factors (melee/ranged and Seals), but we can account for this and play pretty much optimally every pull.

    ----------
    That said, I am in total agreement that RNG curse of looping between two cards feels terrible. I'll point to a post of my own regarding this, as an alternative solution to reverting to 4.x cards. I hope this post overall clarifies a few things for you.
    (4)
    Last edited by hiz; 08-18-2020 at 01:39 PM. Reason: minor change to formatting

  8. #48
    Player
    hiz's Avatar
    Join Date
    Jul 2017
    Posts
    24
    Character
    Feuer Eigenschaft
    World
    Bahamut
    Main Class
    White Mage Lv 80
    While I'm a it...

    Quote Originally Posted by owolett View Post
    But nevertheless there still stands issues with technical accessibility -
    1. Controller players. I don't think I need to say much more about this.
    2. Players with high latency. I used to have bad ping which affected my opener because cards came up with a delay which made it harder to react to, as well as being unable to double weave. This adds more to the "clunkiness" as you're stuck playing solitaire for a longer time if you can't even double weave redraw and play/MA in the same window.
    True, and I know you probably agree with this but to spell it out for others technical accessibility (especially latency) are issues that ideally should be resolved independently from your job toolkit. I've played myself on 300 ping once for a few years and boy that felt... not good, but I would rather them fix their networking than rework every job to cater for pings like that because it would ruin the game experience for everyone else.


    Quote Originally Posted by Crushnight View Post
    It depends if you go for full min maxing Dnc or not,
    I apologize for not being concrete enough. Why would anyone care to optimize in PF...? By PF context I was pointing to environments where your tanks immediately start pulls without countdowns and no one cares about buffs. I can't speak for Western DC's but this isn't uncommon in JP. When both jobs are forced to not wait, DNC can still fight, AST can't. That said, I understand that in optimization context the issue was already there and agree with your point that it contradicted the Aetherflow lock.

    As for controller players, my personal take is that it's their fault for choosing to play on controller. I also understand the view that if SQEX is going to support controller, they should do it well... but in my opinion this should not come at a cost for the rest of the population, especially when device for most players is just a matter of choice. I'm not asking for agreement, but I will just put it out.
    (0)
    Last edited by hiz; 08-18-2020 at 01:46 PM. Reason: minor rewording

  9. #49
    Player
    Gravagar's Avatar
    Join Date
    Aug 2013
    Posts
    107
    Character
    Amanogawa Murasaki
    World
    Excalibur
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by hiz View Post
    I wasn't intending to post further, but since you've put this in a particular way I felt compelled to share my views on this matter... 4.x cards.

    In your post you suggest that the old 4.x iteration of AST rewarded player skill more, but this statement is simply untrue.
    I meant in relation to the other healers- the skill ceiling has totally collapsed on WHM and SCH, and there're just not many other mechanics to make up for it. Lilies and fairy gauge are fairly passive mechanics, more of a feeling like... "it's there when you need it and useless when you don't." Hell, someone at SE greenlit removing Energy Drain, so it's clear there's a general disdain for what healers consider skilled play.



    Sorry for the misleading wording. And, I mean, putting it like that- I do understand a lot more about your dissatisfaction. Thank you for elaborating further. I've been wondering why my logs as AST haven't been as good as I think they should be, and you have given me some insights into that. I have some ideas to take into tomorrow night's reclears... I'm a bit conflicted now, since I view both systems as having the exact same intrinsic flaw (RNG- drawing only melee cards when you don't have multiple melee VS drawing only utility cards when you don't need utility... and drawing only single-target RR cards when you want an aoe VS that one seal you need not showing up for the rest of the fight), with the same % chances of screwing you up, but different extrinsic consequences (tossing bad cards into minor arcana VS less damage, I guess.)


    Like, I get that it's strictly a promotion to have every card be the best card of the 4.x deck (but drastically weaker), and that it makes things more consistent, but at that point, why keep the old flaw if all the rest of the old stuff is gone? Why inherit the worst, most frustrating part of the job? I'll at least appreciate that the new sleeve draw mitigates that part, until whatever upheaval in 6.0 happens. Hopefully the job design team is +1 by then, with someone on it who isn't a barren creative wasteland when it comes to tanks+healers.


    Quote Originally Posted by hiz View Post
    True, and I know you probably agree with this but to spell it out for others technical accessibility (especially latency) are issues that ideally should be resolved independently from your job toolkit. I've played myself on 300 ping once for a few years and boy that felt... not good, but I would rather them fix their networking than rework every job to cater for pings like that because it would ruin the game experience for everyone else.

    Unfortunately, I think many of the ping issues might be here to stay. I'm guessing that SE office politics / overlords won't allow Yoshida to take any offer for data storage except the lowest bidder, despite FF14 basically keeping them afloat singlehandedly. The wording he used sticks in my head- he went as far as saying (around the... SB1 data center migration? unless it was HW, but I think it was SB1...) that NA pings will most likely worsen, but it's a sacrifice that players have to be willing to make. I do wish FF14 servers could be moved basically anywhere other than what might be the network congestion center of North America, since that would greatly improve my experience and the experience of many others...
    (2)
    Last edited by Gravagar; 08-18-2020 at 02:45 PM.

  10. #50
    Player
    hiz's Avatar
    Join Date
    Jul 2017
    Posts
    24
    Character
    Feuer Eigenschaft
    World
    Bahamut
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Gravagar View Post
    Sorry for the misleading wording. And, I mean, putting it like that- I do understand a lot more about your dissatisfaction. Thank you for elaborating further. I've been wondering why my logs as AST haven't been as good as I think they should be, and you have given me some insights into that. I have some ideas to take into tomorrow night's reclears... I'm a bit conflicted now, since I view both systems as having the exact same intrinsic flaw (RNG- drawing only melee cards when you don't have multiple melee VS drawing only utility cards when you don't need utility... and drawing only single-target RR cards when you want an aoe VS that one seal you need not showing up for the rest of the fight), with the same % chances of screwing you up, but different extrinsic consequences (tossing bad cards into minor arcana VS less damage, I guess.)
    You're welcome. Allow me to add a few remarks here. It is true that there are still RNG factors in the current card kit, but as I've implied in my prior post the factors, or "% chances of you screwing up" as you put it, are magnitudes smaller. I can run the numbers for you, but I want you to have a think.

    Re Melee/Ranged RNG, this isn't really RNG as there are usually optimum options for both cards. This is an optimized sample E8S P2 opener cardplay (for my static) I posted previously in this thread. What I want you to notice is that the chances I hit Redraw once is already very small because pretty much every card can be played optimally in this context. Of course there are a few routes slightly better than others, but overall damage difference caused by this particular RNG is marginally small. The same goes with pretty much any card for any pull.

    Re Seal RNG, sure this is purely RNG. However, what are the chances of not having three Seals with 5~8 cards (on old SD) + 3 Redraw stacks? Compared with the chances of not drawing RR or Balance on one draw+ redraw, repeat 14~20 times? This is again why many of us that optimize prefer this iteration.

    That said, we have both agreed that looping between two cards feel terrible. Like I have mentioned already, I think what this kit needs is a Redraw rework (AND REVERT SLEEVE. Please.) more than anything else.



    Quote Originally Posted by Gravagar View Post
    Unfortunately, I think many of the ping issues might be here to stay. I'm guessing that SE office politics / overlords won't allow Yoshida to take any offer for data storage except the lowest bidder, despite FF14 basically keeping them afloat singlehandedly.
    Or they could just recode network protocol so you don't clip regardless of ping, for example. Easier said than done, sure, but I doubt SQEX has zero alternatives on software stuff that can be done re clipping.
    (1)
    Last edited by hiz; 08-18-2020 at 03:58 PM. Reason: forgot a period in one sentence

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