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  1. #251
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Sqwall View Post
    now that focus can shift to cards which is why I started the class in the first place.
    I'm curious about this line of thinking.
    Are you referring to gameplay, or are you thinking that, by removing Nocturnal sect, Squeen is suddenly going to focus on providing engaging cardplay for Astro?

    Because, in either case, I don't know that I could agree with that. You can't really "focus" on your cards if you're playing the current iteration of AST "correctly" (and there isn't really anything to focus on, let's be honest), and history suggests that the Devs will shift the focus even further away from cards so that we can think about healing even more (and then end up defaulting to DPS, because we won't need it), even if they do anything to compensate for the "inconsequential" (according to many forum users) loss of Nocturnal Sect at all (which, I doubt).
    (3)

  2. #252
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by MintnHoney View Post
    I'm curious about this line of thinking.
    Are you referring to gameplay, or are you thinking that, by removing Nocturnal sect, Squeen is suddenly going to focus on providing engaging cardplay for Astro?

    Because, in either case, I don't know that I could agree with that. You can't really "focus" on your cards if you're playing the current iteration of AST "correctly" (and there isn't really anything to focus on, let's be honest), and history suggests that the Devs will shift the focus even further away from cards so that we can think about healing even more (and then end up defaulting to DPS, because we won't need it), even if they do anything to compensate for the "inconsequential" (according to many forum users) loss of Nocturnal Sect at all (which, I doubt).
    i think what they meant was maybe giving time magic back to ast? diurnal always benefitted disproportionately from buff extension, causing more diur vs noct balance issues, which is probably why they axed it in Shb.
    (1)

  3. #253
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by QooEr View Post
    i think what they meant was maybe giving time magic back to ast? diurnal always benefitted disproportionately from buff extension, causing more diur vs noct balance issues, which is probably why they axed it in Shb.
    The battle team won't want us to have something that would significantly mess with their calculations. It's conjecture on my part, but being able to extend regens and buffs, along with the comparatively high percentage boosts we used to have (regardless if it was damage output or otherwise), caused inconsistencies with trying to balance out highly scripted material because it meant too wide of a gap in allowable successes. It's why they put the difference between seals to be so miniscule and constrained the amount of buffs which can be provided to the party, the quality of said buffs, and their length. All to create a balance so that no healer could get too far ahead of the others in strength and be "too meta" (consider that they talk about all healers needing to be able to be used equally, and constantly advertise their vision of all healers being able to succeed, even though that should just be a given).
    As far as I can tell, anyway.

    At any rate, since they're removing Nocturnal and not Diurnal, which was the stance that benefitted the most from our now-lost extenders, I doubt they'll want to bring back something so powerful. If anything, they'll either put something in cross-class (which I doubt, due to prior reasoning), or they'll want to remove what little we have left (lightspeed) so that we can't get away with using our spells so easily and have to think more about healing because they don't think we do that enough. I really don't see us gaining anything here.
    (2)
    Last edited by MintnHoney; 03-04-2021 at 12:08 PM.

  4. #254
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by MintnHoney View Post
    The battle team won't want us to have something that would significantly mess with their calculations. It's conjecture on my part, but being able to extend regens and buffs, along with the comparatively high percentage boosts we used to have (regardless if it was damage output or otherwise), caused inconsistencies with trying to balance out highly scripted material because it meant too wide of a gap in allowable successes. It's why they put the difference between seals to be so miniscule and constrained the amount of buffs which can be provided to the party, the quality of said buffs, and their length. All to create a balance so that no healer could get too far ahead of the others in strength and be "too meta" (consider that they talk about all healers needing to be able to be used equally, and constantly advertise their vision of all healers being able to succeed, even though that should just be a given).
    As far as I can tell, anyway.

    At any rate, since they're removing Nocturnal and not Diurnal, which was the stance that benefitted the most from our now-lost extenders, I doubt they'll want to bring back something so powerful. If anything, they'll either put something in cross-class (which I doubt, due to prior reasoning), or they'll want to remove what little we have left (lightspeed) so that we can't get away with using our spells so easily and have to think more about healing because they don't think we do that enough. I really don't see us gaining anything here.
    I do not think the buff extension effects of Celestial Opposition were as problematic as you believe. I suspect it was changed more to make it useful in both Diurnal and Noct for healing rather than having the mostly useless effect of extending shield duration by 10s as compared to increasing the healing from Aspected Regens by 300~400 and 600~800. An ogcds that extends the effects of your Aspected Benefict and Aspected Helios regens could easily return alongside an ogcd that could "detonate" regens early for healing based on remaining duration to give Astro another way to differentiate itself from WHM.
    (2)

  5. #255
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    755
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    The other thing was that it extended more than just the healing hots of aspected helios, benefic and collective and the cards, it also extended the buffs like food and probably the most important reason, potions like the tincures. The pot window under astro lasted for 40 seconds whenever you paired with Celestial opposition.
    (2)

  6. #256
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    I do not think the buff extension effects of Celestial Opposition were as problematic as you believe. I suspect it was changed more to make it useful in both Diurnal and Noct for healing rather than having the mostly useless effect of extending shield duration by 10s as compared to increasing the healing from Aspected Regens by 300~400 and 600~800. An ogcds that extends the effects of your Aspected Benefict and Aspected Helios regens could easily return alongside an ogcd that could "detonate" regens early for healing based on remaining duration to give Astro another way to differentiate itself from WHM.
    You probably already remember this, but as a friendly reminder, the buff extension affected all buffs provided by an AST's actions, including card buffs and self buffs (whenever possible) (edit: Maltothoris beat me to replying, but their examples are correct). That certainly did mean it would have been problematic for role balance, when you consider what it could (and usually would) do, vs. the "vision" they've strived for in the Healer role this expansion. I guarantee that keeping them would have been an even bigger balancing nightmare with the current iteration of AST, moreso than the issue of having 2 stances to balance between ever would.
    If they were not problematic to the balance between healers, at the very least, then why did they remove that aspect from AST entirely?
    (4)
    Last edited by MintnHoney; 03-04-2021 at 02:24 PM.

  7. #257
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by MintnHoney View Post
    You probably already remember this, but as a friendly reminder, the buff extension affected all buffs provided by an AST's actions, including card buffs and self buffs (whenever possible) (edit: Maltothoris beat me to replying, but their examples are correct). That certainly did mean it would have been problematic for role balance, when you consider what it could (and usually would) do, vs. the "vision" they've strived for in the Healer role this expansion. I guarantee that keeping them would have been an even bigger balancing nightmare with the current iteration of AST, moreso than the issue of having 2 stances to balance between ever would.
    If they were not problematic to the balance between healers, at the very least, then why did they remove that aspect from AST entirely?
    while i agree that extending other buffs could cause balance issues, i dont see why they cant return it as an action that only extends regens and cards/divination. hell, id be happy if time dilation came back and only extended regens
    (0)

  8. #258
    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 QooEr View Post
    while i agree that extending other buffs could cause balance issues, i dont see why they cant return it as an action that only extends regens and cards/divination. hell, id be happy if time dilation came back and only extended regens
    I’d be happy to have it back to extend the duration of Earthly Star as well. I missed the ability to do that. Especially when I was progging E8S. If I’d been able to extend it in the opener to avoid the finger gymnastics of getting it placed at just the right time and ready to detonate after Absolute Zero, I would have been very happy.
    (3)
    Sage | Astrologian | Dancer

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    Hyomin Park#0055

  9. #259
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by MintnHoney View Post
    I'm curious about this line of thinking.
    Are you referring to gameplay, or are you thinking that, by removing Nocturnal sect, Squeen is suddenly going to focus on providing engaging cardplay for Astro?

    Because, in either case, I don't know that I could agree with that. You can't really "focus" on your cards if you're playing the current iteration of AST "correctly" (and there isn't really anything to focus on, let's be honest), and history suggests that the Devs will shift the focus even further away from cards so that we can think about healing even more (and then end up defaulting to DPS, because we won't need it), even if they do anything to compensate for the "inconsequential" (according to many forum users) loss of Nocturnal Sect at all (which, I doubt).
    The idea is with removing something from the job, and I can't really see how they can add anything that would improve healing. As it stands now AST can push through any healing required to bring party members back from a large raid wide quite swiftly. Healing for astro seems to me has plateaued and I really don't know what they can add to that part of the job.

    AST got a huge change by removing Noct and basically becoming another WHM healer. Celestial Intersection, Aspected benefic, Aspected Helios, Collective Unconscious, Celestial Opposition, Neutral Sect will be changed and more then likely will retain some aspects.

    So I ask again...what could they add to AST for healing. Not much imo.

    So to answer your question, my HOPE is that they enhance the cards mechanics more. Give us more cards? Give us different seal types? Different seal combinations that give different effects? Maybe a skill that fills your seal gauge with the previous set you had?

    Bring back the fun that was Heavensward/Stormblood Cards. Healing is fine....make cards more fun.
    (2)

  10. #260
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Sqwall View Post
    The idea is with removing something from the job, and I can't really see how they can add anything that would improve healing. As it stands now AST can push through any healing required to bring party members back from a large raid wide quite swiftly. Healing for astro seems to me has plateaued and I really don't know what they can add to that part of the job.

    AST got a huge change by removing Noct and basically becoming another WHM healer. Celestial Intersection, Aspected benefic, Aspected Helios, Collective Unconscious, Celestial Opposition, Neutral Sect will be changed and more then likely will retain some aspects.

    So I ask again...what could they add to AST for healing. Not much imo.

    So to answer your question, my HOPE is that they enhance the cards mechanics more. Give us more cards? Give us different seal types? Different seal combinations that give different effects? Maybe a skill that fills your seal gauge with the previous set you had?

    Bring back the fun that was Heavensward/Stormblood Cards. Healing is fine....make cards more fun.
    I would not like to introduce more RNG into cards, that wouldn't be my definition of fun. I certainly hope that we don't lose all shields.
    My definition of fun is maintaining our mobile and flexible healing kit while introducing more introduce DPS options, even if it ends up being only 1 or 2 buttons or a combo- that would be progress.
    (1)

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