

Thank you for for proving the other players point. "How dare you ruin my thing when you like what it's become." is all i can hear from this.I tell those kind of People usually "stop pretending to like AST and play WHM instead".
The current way the cards work, cant even be considered a proper system, since youre only applying the same buff in 4 different flavours/magnitude.
Having multiple different effects not only would make things more flexible on the way AST interacts with the party or solo in the field, it would also give alot of room for future improvements.
More importantly, this isnt about personal tastes, its about seeing things on a objective level and the amount of threads on this forum about healers being boring as hell in the way they currently are, speaks volumes for itself, and it would be great if people would finally stop being ignorant about it.
LOL this, it is like how we are called copied whm clones with better regens, but whm regens aint bad, one regen i prefer of whm over ast is aslyum vs collective, because it gives plenty of time for dpsing vs ast is stuck in collective, regen may not do a intital burst heal like aspected benefic before ticking but it still last 18 seconds vs 15sec aspected so that 3 sec I guess make up for it, most of the players honestly specially ones who degrade noct over and over how it is vs dirunal but at the same time call us copied whm clones honestly to me do not like AST. There just never is satisfication for ast, some like old card system of stormblood(like me) some like shadow bringers.. noct I agree was not all that in stormblood but in shadow bringers they really did toan it up quite nicely and is just as equal to dirunal as I use to not bother with noct in stormblood. New meme soon that sage will be a copied sch clone with better barriers I bet.I tell those kind of People usually "stop pretending to like AST and play WHM instead".
The current way the cards work, cant even be considered a proper system, since youre only applying the same buff in 4 different flavours/magnitude.
Having multiple different effects not only would make things more flexible on the way AST interacts with the party or solo in the field, it would also give alot of room for future improvements.
More importantly, this isnt about personal tastes, its about seeing things on a objective level and the amount of threads on this forum about healers being boring as hell in the way they currently are, speaks volumes for itself, and it would be great if people would finally stop being ignorant about it.
Last edited by IceBlueNinja; 05-28-2021 at 05:57 AM.
Think of AST's Collective Unconscious as a mini Medica II aoe regen in Diurnal Sect and a pre-enhanced lv78 Sacred Soil under Nocturnal Sect.
You can instantly flash a collective unconscious a second before the boss's attack goes off, and everyone who is in range of the Collective Unconscious ability will immediately get the snapshot effect, and can then take a 10% mitigation even under diurnal sect. The even better thing about Collective Unconscious is that it stacks with your regular AST regens and Celestial Opposition Regen.
Unlike both Asylum and Sacred soil, its effects stay on the party members persistently even after they leave the range of Collective Unconscious's bubble. They only need to be in range when you use the skill, and channeling is not required to get the full effect of the skill, only if you want to renew the effect. If you ever need to channel the skill instead of cancelling after putting the snapshot effect up, you're probably using the skill wrong or the party is doing something utterly wrong that you have to keep the shield up for a long time (such as you're out of mana and the only way you can keep on healing is by channeling).


Obsession about class balance will kill any fun aspect of any class.




I... don't even care anymore...
Cards, sects, why not my weapon while you're at it, SE?![]()

All they need to do is give all played cards a flat damage increase across the board but give back the an added effect for each card similar to how the old system was. To keep it from being overpowered they just need to tone down the added effect to a fraction of what it used to be in the past. A modest 5% reduction in MP cost, a mere 3% increase in attack speed, a 5% movement speed boost, etc. nothing that really affects game play but it would add some extra flavor to the current card system. To keep people from fishing for specific cards just make it so any three cards played gives you the full divination effect without having to match certain cards anymore.




I sincerely enjoyed the wild RNG of the original cards from Astro. It was peculiar in that it could bring both the most and the least dps of the three healers to a party based on how good or bad the card draws were. I felt that was very fair. I don't see why anyone would get frustrated knowing they were playing a lottery for dps gains. Consistency came from WHM and SCH. I liked the fact that Astro felt so different back then.

They really do need to to do that, don't they...
I really dislike how there are no choices involved in the cards other than (who gets to do DMG) essentially. Essentially leading to raid-wide.
It was much more satisfying holding royal-road cards and AoE-Dps(balance) or AoE-dmg reduction(bowl) etc...
If they could manage something similar without boggling it down (as before) I would be so happy.
(Raid wide)
Sun Sun Sun (DMG increase raid wide 10) -cards with the sun seal increase a single targets DPS by 5%
Moon Moon Moon (DMG taken reduction 10)-cards with the moon decreases a single target's DMG taken by 5%
Star star star (Raid-wide potency increase of HoTs-regen effects applied 10%) cards with a star increases Regen effect on a single target by 5%
Sun Moon Star (Divination; all 3 (limited 5%effect raid wide.)
3 of the cards (balance, spear, arrow) can be dissolved to play (Lord of Crown) which is a direct DMG and/or dot.
3 of the cards (bowl, ewer, spite) can be dissolved to play (Lady of Crowns) which is instant heal and/or unique Regen effect.
I enjoy the seals.
Not so much the boring lack of diversity of the cards
Instead of each individual card having an ability. This would make the seals associated with them have the effects.
Cutting 6 effects to 3.
Effectively making the Divination variable.
And also the choice of utility (DPS increase or heal) if you don't need any addition seals. Or if the seal is not the one you are concentrating on getting a flush-from.
I think it strikes a good balance of utility for the asteologian.


I wouldn’t be surprised if they made Diurnal the current card buffs and made Nocturnal the old card buffs. There is no need for diurnal to be regen stance anymore since they removing shields from Astro anyway. So I think the stances will effect the cards somehow. It would also give Astros who miss the old card buffs a way to use them again and the Astros who love this current one to use this one. Kinda kill 2 birds with one stone. Also it won’t effect the seal system seeing as it’s just utility that’s changing. That way they don’t need to change Astro lore since the old card buffs would still be there.
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