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  1. #1
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    I think the only thing that needs to be changed from the current system is the effect the cards have instead of them all being "The Balance".

    What happens when you get a card you don't want to use? I'd do what I do now, Minor Arcana it. And there, no useless cards. They fixed the problem with Minor Arcana and didn't need to give every card the same effect.
    (10)

  2. #2
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    4% 2%...these are insufficient for 15 seconds. You can't see those without a parser.
    Royal road affecting lord of crowns would be a bit pointless, you could cast gravity.

    We now know the reason for terrible utility on most jobs in shb was not because of balance despite claims on this forum, but because SE incorrectly thought that the bigger numbers and variety of buffs put off new players. With the stat crunch and myriad of complaints we should be able to get noticable and variable buffs back.

    For players concerned with optimisation- optimisation isn't the most important thing about a job. The most important thing is the fun factor, and a lot of people loved the rng and flavour of the cards.

    Here's an alternative that focuses on fun first

    First:
    Divination deleted
    Draw and play recombined. Cards last until you play, RR or MA them, Undraw deleted, spread returned as a card holder
    Draw can only be used every 30 seconds assuming no card is in hand.
    Up to 2 card effects can be on a player at once (so 2 astros aren't fighting over cards)
    Redraw: Now only has 2 redraw on a 60 second recast. Card removed in this manner will be drawn on your next draw
    Royal road: Now has stacking properties. Cards stacking in this way are removed from the deck until a card is played normally. You get 2 RR effect stacks at 60, and 3 at 80. When a card is played using royal road, it will use the royal road buff to differentiate it
    AOE- Balance and spear
    Potency- ewer and spire
    Duration- arrow and bole

    Sleeve draw: Gives 1 of the missing royal road effects, recast 150

    Lord and lady retain their current effects but effect is boosted to 10% Lord gives 10% to the astrologian casting the card on themselves when no melee or tank available (this is for situations like POTD, eureka, bozja and open world)

    Cards
    Balance: 12.5% damage boost for 30 seconds
    Bole: grants 15% mitigation and a convelesance effect for 30 seconds
    Ewer: restores 3000mp over 15 seconds regardless of other effects. Effect is written as 3% mp over 15 seconds, so if it gets extended, another 3% per tick happens
    Spire: Extends current buffs by 12 seconds and grants a bloodbath effect for 30
    Arrow: reduces auto attack delay and makes all spells instant cast for 15 seconds
    Spear: Increases Dhit and crits by 20% for 20 seconds. % based positive effects alway proc

    This gives back the fun cards used to have while retaining minor arcana so no cards are wasted. RR now also makes it worthwhile to sacrifice a balance or spear to redraw or RR if the parser is saving up for a full royal play. (Aoe+duration+boost)
    (0)
    Last edited by Recon1o6; 02-18-2021 at 08:34 PM.

  3. #3
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    817
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Recon1o6 View Post
    4% 2%...these are insufficient for 15 seconds. You can't see those without a parser.
    Royal road affecting lord of crowns would be a bit pointless, you could cast gravity.
    Cards are oGCD and Gravity is GCD. They dont conflict with each other and Gravity has room for weaving built in so you could use both for more damage. It's not a one or the other kind of situation. Its not really possible to see any of the current card efects without a parser so Im not sure if anyone even expects big numbers at this point over just knowing they are giving out a gain.
    (5)

  4. #4
    Player
    Seoulstar's Avatar
    Join Date
    Apr 2014
    Posts
    1,177
    Character
    Sohee Kim
    World
    Balmung
    Main Class
    Dancer Lv 91
    Just give me something where I won't feel like I am a balance bot. I am happy the balance or bust crowd got what they wanted...but it seriously took a lot of the fun from it.
    (5)

  5. #5
    Player
    Teraluna's Avatar
    Join Date
    Aug 2013
    Posts
    662
    Character
    Tera Luna
    World
    Louisoix
    Main Class
    Conjurer Lv 100
    "The most important thing is the fun factor, and a lot of people loved the rng and flavour of the cards."
    No they didn't. It may have for a few, but this "lot of people" just kept spamming/throwing away the cards until the magic one or two appeared, or just ignored the card system and got on with healing people.

    Now we have posts complaining about changing from the old system, while at the same time we have posts (based on 6.0) complaining about changing from the current system. Go figure..
    (6)

  6. #6
    Player
    Seoulstar's Avatar
    Join Date
    Apr 2014
    Posts
    1,177
    Character
    Sohee Kim
    World
    Balmung
    Main Class
    Dancer Lv 91
    Quote Originally Posted by Teraluna View Post
    "The most important thing is the fun factor, and a lot of people loved the rng and flavour of the cards."
    No they didn't. It may have for a few, but this "lot of people" just kept spamming/throwing away the cards until the magic one or two appeared, or just ignored the card system and got on with healing people.

    Now we have posts complaining about changing from the old system, while at the same time we have posts (based on 6.0) complaining about changing from the current system. Go figure..
    Unless there has been update that has been missed..I don't recall seeing anything about changes to the card system. Only the fact that AST mains is losing the ability to decide if they want to do shield or pure healing. Those are like..two separate situations.
    (2)

  7. #7
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Teraluna View Post
    "The most important thing is the fun factor, and a lot of people loved the rng and flavour of the cards."
    No they didn't. It may have for a few, but this "lot of people" just kept spamming/throwing away the cards [...]
    Both claims are pretty baseless lol.

    The fact is. The old card system had its flaws but for 90% of players, RNG was not it. The only people really affected by the RNG aspect were highly optimized players that could use more consistency out of the system. The others who thought they were affected were non-optimized players who assumed that fetching for balance was all that mattered.
    For all those in between, it was about using your card skills to decrease your chances of throwing cards away.
    IIRC Throwing two draw CDs away (back to back) was a rdps loss compared to card states that were relatively easy to achieve (augmented single target). So you never fetched for too long if you were good. It was pretty easy to get a decent and consistent rdps baseline. Pushing that further was where the RNG could stab you in the back.
    Now sure, I agree that even with the above, the system could really have benefited from a couple more good cards (and probably better scaling of the cards) but overall it wasn't half as bad as people make it out to be.

    High-level parser and speed kill Astros needed more though, and the current iteration of cards addressed that. Sadly, I know many of these players who disliked the change regardless of it's efficacy.
    (9)
    Last edited by EaMett; 02-19-2021 at 09:21 AM.

  8. #8
    Player
    Teraluna's Avatar
    Join Date
    Aug 2013
    Posts
    662
    Character
    Tera Luna
    World
    Louisoix
    Main Class
    Conjurer Lv 100
    "RNG was not it, RNG could stab you in the back"

    Let me say I agree that some people didn't mind the downside of the old system. They obviously enjoyed the challenge and it's fair to say, frustration of dealing with unwanted cards when they turned up.
    I still believe, and from first hand conversations with players, that the hit and miss aspect was a major turn off.

    Then it got changed.
    SE don't change things on the feedback of one person, or even a few people. But they do listen to majorities.
    We have just seen that with cutting Ultima in favour of majority content, in the changes to DR after significant feedback, with the increase in relic item drop rates for the same reason.
    They will also look at their metrics, of player numbers, of class outputs.

    They will have done this with Ast, and the results will have caused them to move away from the old system. That obviously wasn't to everyone's liking - class changes never are - it will however, have been done based on majority feedback & data.
    (3)
    Last edited by Teraluna; 02-19-2021 at 05:03 PM.

  9. #9
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Jaelommiss View Post
    Placing offensive and non-offensive resources on the same cooldown will always result in offensive resources being favoured. This is an immutable consequence of this game's combat system.

    Mitigation tools that cannot be relied upon are worthless. A decent healer will have planned how to complete a fight in advance, making extra RNG mitigation unnecessary. Unless the extra mitigation can save a healing GCD it confers no benefit, and even with a beefy -20% mitigation this is unlikely to happen outside of intense healing checks like J Waves or Terminal Relativity. This stems from how damage in this game tends towards infrequent spikes that must be mitigated to survive. If the game treated HP as a resource that is consistently drained and must be replenished using finite healing resources (like in most other games featuring healers) then RNG mitigation gains value in that it conserves resources. Utility, such as MP regeneration, falls into the same trap unless it can be converted into damage.

    Unless you want to make a portion of cards entirely worthless there is no way to implement them as anything more than an offensive tool without either overhauling the entire combat system or splitting AST's cards into offensive and defensive decks that are accessed using two separate resources.
    The thing to keep in mind, especially when dealing with game design, is that you don't need to use something often to enjoy having it. Having options allows players to express themselves. And player expression directly correlates to player fun.
    One (barely ever used) skill that gets you out of a bad situation once and reflects on how well you know your class will be a thousand times more fun and meaningful to you than a skill you spam all day long. Defensive cards had the potential to, and even sometimes filled, that role.


    Quote Originally Posted by Teraluna View Post
    "RNG was not it, RNG could stab you in the back"
    There was an entire post in between those two comments lol. Context is key.
    And just to be clear. SE very quickly acknowledged the negative feedback surrounding the new cards. Given how little they acknowledge anything healer, and how much people can be seen complaining about the system here, in-game, Reddit, etc. I think it's safe to say that it was a significant amount of feedback they received. They did state that they weren't going to "change it back" because that would be harmful to the players that did enjoy it so I also assume they at least estimate that a fair amount also enjoys it. But the cards have gotten the most changes this expansion out of all healer skills so they're clearly still trying to fix something.

    Given how "hot potato" healers seem to be to the team (feels like they just don't know what to do with the role). I'd assume the current system is here to stay. Besides, they're probably already changing a ton of stuff on AST next expac. It would be shocking if the cards were added on top.
    (2)

  10. #10
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,677
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Teraluna View Post
    SE don't change things on the feedback of one person, or even a few people. But they do listen to majorities.
    We have just seen that with cutting Ultima in favour of majority content, in the changes to DR after significant feedback, with the increase in relic item drop rates for the same reason.
    They will also look at their metrics, of player numbers, of class outputs.
    Bard would like a word with you about this. They were unanimously the most popular DPS in the game last expansion yet their entire identity was gutted for no other reason than more casual players didn't understand how it functioned. Said players were not even the majority as, again, Bard was immensely popular. Now it's nearly the least played job. Dark Knights have been complaining about Living Dead for years yet no changes. It took players literally refusing to play Monk for the dev team to finally listen. I could go on but time and again, the dev team hasn't listened. Or they go from one extreme to the other.

    As for the rest. They haven't made any adjustments to DR whatsoever and the Castrum drop rates were only buffed because literally no one was doing it.
    (14)
    Last edited by ForteNightshade; 03-06-2021 at 08:20 AM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


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