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  1. #1
    Player
    Rezef's Avatar
    Join Date
    Jul 2017
    Location
    Luxerion, Nova Chrysalia
    Posts
    59
    Character
    Rezef Enoshima
    World
    Twintania
    Main Class
    Scholar Lv 90
    In my opinion, though I'm in the minority, the cards work as they should. Mediocre Utility is not that worth it in a raid scenario especially if we count for the RNG nature of the cards. DPS is the absolute metric in this game, nothing else really matters in the end of the day. From the moment in pre ShB we were fishing for Balance and the rest of the cards were either meh or situational for me the current system is diffinitely a step up.

    Downvote all you want
    (6)

  2. #2
    Player
    elioaiko's Avatar
    Join Date
    Jul 2019
    Posts
    441
    Character
    Junhee Hatsuharu
    World
    Faerie
    Main Class
    Astrologian Lv 94
    As long as dmg buffs are attached to the cards, they need to be all dps buffs or nothing at all. Truth is that most of the newcomers and veterans (so people who haven't or don't like playing healers) don't even recognize when they have buffs on them. The only thing they do notice, is dmg buffs because it helps them hit harder.

    IMO, cards need to have all dmg buffs completely removed and only have utility buffs. There will always be one true card to play if they keep dmg in the cards therefore creating the same issues they've so destroyed the job for to balance.
    (1)

  3. #3
    Player
    KaerisKlyne's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    210
    Character
    Hjarta I'kastala
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    Probably a hot take, but I think only meh ASTs ever had to fish for Balance.

    Balance was the only *direct* damage buff in the old iteration, but it was hardly the only overall dps increase potential for a group. Enhanced Bole was so strong, tanks didn't need to pop cooldowns if it was up for busters, so healers got more dps in. I think an Enhanced Ewer could help sustain Bard's old Foe's Requiem for longer duration party-wide dps gains? Pretty sure Ewer also prevented Machinists from needing to swap turret to resource management for more dps, too. And these were only enhanced further when buff timers could be prolonged.

    I'll give you that old Arrow felt very caster-specific, and I don't think old Spear was noteworthy (was it ever a Direct Hit buff or am I misremembering a time it at least helped a little?). But putting an Arrow on a caster was still a gain! Royal Road was the problem, because almost every effect was always better as a single target buff like we have now, imo.

    I don't love the singular focus of the current cards, but I don't really miss all the old effects, either. If they ever reverted, I'd very much hope for each effect to just be a different flavour of dps manipulation rather than all being direct dps buffs. I like the idea of old Minor Arcana for Lord and Lady, too, but with the strength and breadth of ASTs current off-global options, Lady would just sit and probably overheal. And I don't think I'd want Royal Road back.

    Honestly, the problem always felt more like players not being okay with a deck of shuffled cards functioning like a deck of shuffled cards: randomly, using your best judgement to use the tools you got. It just never felt to me like the randomness of the deck was at-odds with the scripted nature of encounters, because 4-mans have never been lethal, and in 8mans there's another healer to compensate.
    (2)

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