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  1. #41
    Player IceBlueNinja's Avatar
    Join Date
    Jan 2020
    Posts
    525
    Character
    Blade Beoulve
    World
    Faerie
    Main Class
    Sage Lv 90
    Yeah my same thought just get rid of both stances lol. This way we stop being call clone whms/schs heck drop regens and shields and just make our burst heals real good pots with no regen or shield. Touch up our cards and let us finally have our own identity
    (0)

  2. 05-28-2021 03:03 AM

  3. #42
    Player IceBlueNinja's Avatar
    Join Date
    Jan 2020
    Posts
    525
    Character
    Blade Beoulve
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Anhra View Post
    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.
    (0)
    Last edited by IceBlueNinja; 05-28-2021 at 05:57 AM.

  4. #43
    Player
    Orlen's Avatar
    Join Date
    Jul 2016
    Posts
    13
    Character
    Diderot Silparubeau
    World
    Omega
    Main Class
    Astrologian Lv 80
    Aye- They could make it he stances tie-in with what the cards do inherently.
    (Potency increase or Dmg mitigation)

    Essentially giving something (like shields) and (Regen) in. Roundabout way.

    However, the problem still remains that
    There is currently no reason to give any cards seperate names or identities if they all do inherently the same thing.

    It's just matching colours to create a seal for divination.

    If they still want an element of fate creating variability of somesort. And the old system was just (too many variable cards). Then it's just about creating paired effects.

    If there are 6 cards, create either 3 different effects on each pair. Or, 2 effects for each group of 3.

    ....

    What (was) fun about Astrologians was being able to adapt a string of drawn cards as a form of utility to compensate for any situation.
    Low on mana? (Ewer)
    Tank low geared (bowl)
    About to enter a dps phase of a boss? (Balance) etc...

    It's this mutability which gave the class it's excellent mutability.

    And I miss it dearly...
    (1)

  5. #44
    Player
    Haxaan's Avatar
    Join Date
    Nov 2012
    Location
    Gridania - Uldah
    Posts
    393
    Character
    Haxaan Shivar
    World
    Hyperion
    Main Class
    Astrologian Lv 90
    I don't see why we couldn't go back to what the old cards did but take away the rng by either making them all hard press buttons, or making them a progressive combo on a cd. It seems to me that the biggest gripe that endgamers had was the rng, not what the card effects were. Of course pushing dps is always going to be the goal for that select group,but for the vast majority of people we just want flavor and class identity. If we knew what cards we were playing and when we could strategize how and when to use them based on their current cd or where they landed in the combo. I could just be talking out of my ass, but it's just a thought.
    (1)

  6. #45
    Player IceBlueNinja's Avatar
    Join Date
    Jan 2020
    Posts
    525
    Character
    Blade Beoulve
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Haxaan View Post
    I don't see why we couldn't go back to what the old cards did but take away the rng by either making them all hard press buttons, or making them a progressive combo on a cd. It seems to me that the biggest gripe that endgamers had was the rng, not what the card effects were. Of course pushing dps is always going to be the goal for that select group,but for the vast majority of people we just want flavor and class identity. If we knew what cards we were playing and when we could strategize how and when to use them based on their current cd or where they landed in the combo. I could just be talking out of my ass, but it's just a thought.
    Which is what made the job unique I love the old stormblood card system because it kept me on my toes and forced me to really strategies of using cards/regen/shielding and all that stuff, yes I dont get why people complain about how rng the card system of stormblood is if so, play whm/sch that you dont have to deal with rng very simple. Every card but spire had it uses in stormblood which I simply burn and aoe the whatever card I need for that time. The rng with this current shadow bringers card whack system is more irritating to me vs stormblood rng cards honestly, every card doing the same whack boring 5 or 8% buff seals sometimes tend to not register even though you are in combat its like you still have to wait for that 10 second extra server tick for it to count and getting a different card but same seal that I already have is just *facepalm*, i didnt had to worry about that with stormblood cards. If I have to complain about rng its this very whack shadow bringer card with too much work for a buff that only grants a mere 15%, doesnt last long and have a horrid 120 cd so no your not talking out of your bum xD. This is the true power of ast

    https://www.reddit.com/r/ffxiv/comme...n_cheat_sheet/
    (0)

  7. #46
    Player
    Anahlise_Auhn_Giinslai's Avatar
    Join Date
    Jun 2021
    Posts
    222
    Character
    Nanot'hrat C'hla'eag
    World
    Goblin
    Main Class
    Reaper Lv 90
    To be honest, I fairly like NobleWinter's concept idea.. it looks a little rough, like a concept that could be improved, but it does look good, while I can
    also comprehend why others posted replied with issues/having issue with the concept.

    I also most definitely agree with TY_Taurus's point that the best thing Astrologian card could have for a change, is no DPS relation and pure utility,
    as that is both a good idea, and would also solve one of the fundamental problems with the cars.

    additionally, I really like the idea that SweetPete shares at the end of page 4, as that could have the potential of being a problem-solve for the
    new-versus-old preferences issue.

    alright, and now for a (controversial?) statement, my own opinion...
    what if the RNG aspect of the Astrologian cards, that (a lot of?/some?) people had/have(?) a problem with, was either just completely removed, or at the least, reduced a lot? This would not be relevant to the current Astrologian cards, though... my opinion is more pointed towards the old cards, and/or if the Astrologian cards were changed to be more complex, effect-diverse, fun, interesting, and unique again.
    (1)
    Last edited by Anahlise_Auhn_Giinslai; 06-30-2021 at 04:18 AM. Reason: my OCD, do not mind me.

  8. #47
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by IceBlueNinja View Post
    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
    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).
    (1)

  9. #48
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    To be honest, I fairly like NobleWinter's concept idea.. it looks a little rough, like a concept that could be improved, but it does look good, while I can
    also comprehend why others posted replied with issues/having issue with the concept.

    I also most definitely agree with TY_Taurus's point that the best thing Astrologian card could have for a change, is no DPS relation and pure utility,
    as that is both a good idea, and would also solve one of the fundamental problems with the cars.

    additionally, I really like the idea that SweetPete shares at the end of page 4, as that could have the potential of being a problem-solve for the
    new-versus-old preferences issue.

    alright, and now for a (controversial?) statement, my own opinion...
    what if the RNG aspect of the Astrologian cards, that (a lot of?/some?) people had/have(?) a problem with, was either just completely removed, or at the least, reduced a lot? This would not be relevant to the current Astrologian cards, though... my opinion is more pointed towards the old cards, and/or if the Astrologian cards were changed to be more complex, effect-diverse, fun, interesting, and unique again.
    Another Idea that came up a while back (and I mean like a year or so ago) was the idea of separating Draw into Categories:

    Solar Draw:
    You can only draw The Balance (6% melee damage buff) or The Arrow (6% ranged damage buff)

    Lunar Draw:
    You can only draw The Bole (20% damage reduction) or The Spear (Increases chance to receive critical heals)

    Celestial Draw:
    You can only draw The Ewer (MP Refresh Effect) or The Spire (Reduces MP costs and cast time)

    The idea is they all share a cooldown, and you still need the seals for Divination. With this in mind, players would be using Solar Draw most of the time, but since you need a lunar seal and celestial seal at some point between one Divination and the next, you can to find the right moments when those elements of utility (Defense or Resource management) are the most advantageous since you are manually picking when those elements arise.

    Additionally, instead of reshuffle, you have a new action called "Reverse" where you swap your current card for the other card of the same seal (i.e. swap Balance for Arrow and vice versa or swap Bole for Spear. You get the idea).

    Honestly, I feel like this idea might be the farthest back toward how the old cards worked that we could realistically expect (though I don't necessarily find it likely).
    (0)

  10. #49
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Balance, Arrow, Spear, Lord = 3% - 6% dmg buff on target player, respectively

    Bole, Ewer, Spire, Lady = 6% - 10% crit buff on target player, respectively

    There, problem fixed Jokes aside I do prefer the 4.0 version with the RR and buff timer manipulation and aoes. They could have kept the same system but changed it so that the cards only give beneficial effects like dmg, crit or even DH similar to the example I just gave. Personally I hope they do make an aoe bubble with the cards. Like if you draw a Balance you can set it on the field face up and everyone in that bubble gets the buff. Alternatively, you can also place a card face down and it will grow stronger in strength similar to earthly star and once the timer expires, everyone in range will get a the Lady/Lord version of the buff. If this sounds like Yugioh well take a look at the original AST weapon concept.

    (0)

  11. #50
    Player
    Rollout's Avatar
    Join Date
    Feb 2017
    Location
    Ul'Dah
    Posts
    189
    Character
    Roxanne Steele
    World
    Gilgamesh
    Main Class
    Monk Lv 90
    I posted this in a thread when the changes first came out and people were complaining about the changes.
    Keep the damage buff on all the cards and give each card these effects:

    Balance: 5% Direct Hit Chance Buff
    Spear: 5% Critical Chance Buff
    Arrow: 5% Recast Time Reduction
    Bole: 5% Damage Reduction
    Ewer: 5% Increased Natural MP Regen
    Spire: 5% Increased Natural HP Regen
    (0)
    Last edited by Rollout; 07-17-2021 at 12:07 PM.

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