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  1. #1
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    810
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100

    Astro Card Proposal

    I miss the old Astro Cards with their varied effects and while I understand why many people enjoy the consistency of the new card system I would like to offer my take on a card system with some of the old and new elements I enjoyed most combined. For my proposed system every card can be manipulated four different ways with Play, Royal Road, Minor Arcana and Undraw.

    First, choosing to Undraw a card would grant 1 stack of "Royal Road," up to a total of 3. Previously, Royal Road Effects were activated by using the next card drawn but I didn't like that. Instead, every time a card is drawn a player could choose between pressing "Play" for single target card use, Royal Road (if available) for an altered effect, or Minor Arcana to default to the Lord/Lady of Crowns effects which could then also be applied with Royal Road or Play. Royal Road is greatly simplified in my version but more on that later.

    Let's look at my proposed Card Effects. I'm stepping outside the imaginary boundary that Astro's can only buff the party and decided on 3 DPS Boost or Offensive Cards and 3 Support Cards like we had before. Let's consider the Offensive Cards first. I will abbreviate Royal Road to RR and Minor Arcana to MA from here on.

    Balance
    • 10% Damage up for Self or Party Member for 15 Seconds
    • RR: 5% Damage Up to all Party Members in Range of Target for 15 Seconds
    • MA: Lady of Crowns

    Spear
    • 4% Vulnerability Up to Enemy Target for 15 Seconds
    • RR: 2% Vulnerability Up to Enemy Target and all nearby Enemies for 15 Seconds
    • MA: Lady of Crowns

    I wanted to create a reason for the Balance to be as desirable as I remember but with some alternatives that could be better depending on the situation. In solo play a Balance would offer you more personal damage than the Spear. In a dungeon or trial a Spear on a single boss would offer 4% more damage to the entire party outweighing the Balance on a single person if everyone is pumping out dps. In an Alliance Raid a plain Spear would outweigh a Royal Road Balance on the whole party against a single enemy due to the number of people taking advantage of the Vulnerability. Being able to weigh the Vulnerability of the Spear against the Damage Up of the Balance, both with and without Royal Road, is a dynamic I would enjoy personally. There's still an optimal card for every situation but it isn't always the Balance this way.

    Arrow
    • Grant Self 1 Divine Seal. Once three seals are obtained you will become "Ready to Divine" and able to execute "Divination" consuming all Seals
    • RR: Grant Self "Focus" for 8 Seconds allowing the next spell to be cast instantly at half the MP cost. If no card is held and at least 1 Seal is present Royal Road will consume 1 Seal and grant "Focus" (meaning that basically a Seal can be traded for an enhanced Swiftcast any time no card is drawn if you're willing to potentially push back the use of Divination)
    • MA: Lady of Crowns

    Divination
    • Grant Self and all nearby Party Members a 12% Damage Increase for 17 Seconds. This can be stacked with other bonuses like how it works currently and would still be a 120 Second Cool Down

    Divination would require three card draws of specifically the Arrow to execute. Matching your seals correctly would be a thing of the past. In comparison, it would take four card Draws (two Undraws for Royal Road and two Balance) to Spread a 5% Damage Up Buff twice to your party making Arrow the bigger Dps Gain for an Astro in a party setting but smaller solo since you could simply use 3 Balance on yourself. Depending on how much time is left in an encounter, the number of enemies, party members present and their individual performance, fishing for Balance, Spear, or Arrow could each be optimal and this decision making would allow for growth as an Astro becomes more familiar with their cards and the content they enter.

    That covers the DPS boosting cards. Now let's look at the Support Cards.

    Spire
    • 10% Damage Down to Enemy
    • RR: 5% Damage Down to all enemies in range of target
    • MA: Lord of Crowns


    Bole
    • 20% Damage Received Reduction to Self or Party Member
    • RR: 10% Damage Reduction to all Party Members in Range of Target
    • MA: Lord of Crowns

    Spire on a single enemy and Royal Road Bole on the party provide the same damage mitigation although Spire can't be used when the Enemy is unable to be targeted. Another Distinction between the two appears when there are multiple enemies versus one or a single person taking damage versus the entire party. Spire and Bole may be capable of giving the same amount of mitigation but which is better would vary by scenario.

    Ewer
    • Refresh MP to Self or Party Member
    • RR: Refreshes MP to all Party Members in Range of Target
    • MA: Lord of Crowns

    Royal Road
    • Spreads the effect of every card except Arrow to nearby party members or enemies at half potency. Grants "Focus" when used with Arrow Drawn or when no card is drawn but a Divine Seal is present consuming 1 Seal. Granting Self Focus doesn't consume or require any stacks of Royal Road.

    Minor Arcana
    • Converts Balance, Spear, and Arrow into Lady of Crowns or Spire, Bole, and Ewer into Lord of Crowns.

    Lord of Crowns
    • Deal 200 Potency Damage to Enemy Target
    • RR: Deal 100 Potency Damage to Enemy Target and all Enemies nearby

    Lady of Crowns
    • 400 Potency Heal on Target
    • RR: 200 Potency Heal to all Party Members in range of Target

    Minor Arcana in my proposal is a way to get some healing out of Offensive Cards and some Damage out of Support Cards. If being a pure Healer is your wish or the situation is dire any card could potentially help you heal or mitigate damage. Conversely, if your healing kit provides all the healing you need every card could be used to squeeze out more damage. Optimization could be for extra damage, wipe prevention, or just fun. We could choose for ourselves again!

    Redraw
    • Draw a new card from your deck of the next most likely fortune. The same card cannot be drawn if it has appeared in the last 10 seconds. 30 Second Cool down. Up to 3 stacks may be held

    Sleeve Draw
    • Redraw your last card again for use. Cooldown on Redraw is changed to 1 Second for 10 seconds. 180 Second Cool down

    Sleeve Draw is a way to guarantee which card you draw every 3 minutes. Using Redraw to get what you want ensures a spread balance during openers by Using Draw and Undraw for a stack of Royal Road and then Sleeve to choose a Balance. This Sleeve Draw makes the RNG of the card system reliable at the same interval that Scholar's have access to Deployment Tactics. If planned mitigation suits your fancy all the benefits the cards provide would be available at regular intervals.

    Now I realize that this proposal has a lot of new card effects, but I feel it could follow a natural learning progression if we learned the skills in a different order than we do currently.

    Level 30: Draw, Play, and Royal Road
    Royal Road would only be accessible when Arrow is Drawn or a Seal from Arrow is present to allow for the Focus Trait to be used. Without Undraw available no stacks of Royal Road could be gained to spread the effects of any other card. Basically, you are forced to use every card you Draw and Arrow is one of 4 Support Cards.

    Level 35: Redraw
    Players get a chance to choose a different card and take more control of the Deck.

    Level 40: Minor Arcana
    All Cards can now be traded for Minor Healing and Dps Potential

    Level 45: Undraw
    Options increase as AoE potential arrives from using Undraw but Arrow is still purely a Support Card with only two dps increasing options in Balance and Spear

    Level 50: Divination
    Arrow gains the additional benefit of a DPS increase for the entire party transitioning from purely a personal buff to an option worth weighing apart from the enhanced swiftcast.

    Level 70: Sleeve Draw
    (8)
    Last edited by NobleWinter; 02-18-2021 at 03:38 PM. Reason: Length of Post

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,645
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    This is recreating a lot of the same issues that the old card system had. I know many of us, myself included, mention how the old cards were much more fun, but they were stilled flawed. What we got was not the solution, but just going back to it isn't really either, and while there are definitive differences between this concept and the old cards, many of the same problems arise.

    There's one shining idea here, I will say, and that's the idea of connecting the old Lord of Crowns to the defensive cards. This would certainly help in making utility cards less of a dead draw when they aren't necessary. That said, the card effects are kind of all over the place.

    First, one of the reasons why we never got debuff cards is because they virtually do the same thing. Regardless of whether you're boosting the damage an ally deals or increasing the damage an enemy takes, those effects might as well be the same, with the only difference being the numbers involved. If you strike the right values, you could make them do functionally the same damage. That also creates the other issue where, at the end of the day, one of the cards will be superior for DPS contributions, and that one will reign above the others.

    I think the best thing we can realistically hope for would be this:
    - Restore individuality to the cards by making all of them utility--or in other words, disconnect % DPS increase from them. If none of them contribute to DPS, then you can actually start making decisions based on your results. You can still have something of a seal system for Divination, but the actual cards won't yield DPS buffs. Personally, I think AST should move over to having DPS support on their GCD. Give them a reason to cast buffs on allies instead of Malefic.
    - Separate the Minor Arcana from the regular cards so they're on their own cooldown, and rather than have them be random, make them alternate between the Lord and Lady with each use. You can restore them to doing OGCD Damage and offering OGCD healing, but if they're always alternating, starting with the Lord, then you can still plan it appropriately.
    - Keep the card actions low. There was a lot of interesting elements going on with things like Royal Road, but we have a lot of buttons dedicated to the cards and I think we need to look at more ways to consolidate them rather than keep it the way it is.
    (3)

  3. #3
    Player
    Piarkire's Avatar
    Join Date
    Jul 2020
    Posts
    10
    Character
    Raina Meerbow
    World
    Cerberus
    Main Class
    Paladin Lv 90
    Someone else posted this kind of topic 4 months ago with similar concepts: https://forum.square-enix.com/ffxiv/...57#post5379157

    Not sure what kind of effect these would have either now or in 6.0

    Quote Originally Posted by ty_taurus View Post
    This is recreating a lot of the same issues that the old card system had. I know many of us, myself included, mention how the old cards were much more fun, but they were stilled flawed. What we got was not the solution, but just going back to it isn't really either, and while there are definitive differences between this concept and the old cards, many of the same problems arise.
    While I don't know the exact impact of the old card system, it definitely led to a lot of decision-making on when to hold or when to Royal Road to be able to maximize that DPS increase from the balance card...
    (0)
    Last edited by Piarkire; 02-18-2021 at 11:32 PM.

  4. #4
    Player
    SweetPete's Avatar
    Join Date
    Dec 2013
    Posts
    991
    Character
    Princess- Princess
    World
    Coeurl
    Main Class
    Alchemist Lv 100
    If they keep them as we have now then SE needs to rework the Astrologian quest line for the cards. They can be very confusing to new players thinking they are diverse and full of utility when they aren’t anymore.
    (8)

  5. #5
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by SweetPete View Post
    If they keep them as we have now then SE needs to rework the Astrologian quest line for the cards. They can be very confusing to new players thinking they are diverse and full of utility when they aren’t anymore.
    I didn't pick up AST until after 5.2, and didn't find the quests confusing.
    Perhaps that means they were subtly rewritten already (did you do them again to compare?) or perhaps this isnt really an issue, though I can only speak for myself on this.
    (1)

  6. #6
    Player
    Seoulstar's Avatar
    Join Date
    Apr 2014
    Posts
    1,177
    Character
    Suzuko Seki
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by ItMe View Post
    I didn't pick up AST until after 5.2, and didn't find the quests confusing.
    Perhaps that means they were subtly rewritten already (did you do them again to compare?) or perhaps this isnt really an issue, though I can only speak for myself on this.
    Does it still have the instances where you put the card on another NPC? Like I remember you put Bole on a NPC that was tanking mobs and afterwards you get cutscene where you're looking at the constellation in relation to the card and they are telling you more about it? If not then they possibly could have rewritten it.
    (0)

  7. #7
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Seoulstar View Post
    Does it still have the instances where you put the card on another NPC? Like I remember you put Bole on a NPC that was tanking mobs and afterwards you get cutscene where you're looking at the constellation in relation to the card and they are telling you more about it? If not then they possibly could have rewritten it.
    No. You cast aspected benefic on them instead.
    The info about the constellations got added to other cutscenes.
    (1)

  8. #8
    Player Anhra's Avatar
    Join Date
    Sep 2020
    Location
    Ul'dah
    Posts
    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90
    I think the ideas listed from the OP are great, AST in its current state is just a sad shell of its former glory, which is just a repainted WHM toolkit.

    The only change i would suggest would be to make sleeve draw a lv60 skill instead, maybe even at the cost of a higher cooldown (240sec).

    As for what SweetPete said, let that worry be not yours, but that of Squeenix, excuses like these shouldn't be a reason to NOT make any progress towards better overall gameplay.

    Everyone who played more than 2 MMORPG's in their lifetime should easily notice that the current state of our healers (and tanks too) is one of the deepest low's the jobs could possibly reach, in terms of Gameplay. I am not saying that they don't work, but Squeenix's vision of a "pure healer" and "barrier healer" isn't something that fits in well in a enviroment, where over 80% of its combat related content is just as simple and difficult as the dps toolkit of every Healer Job.

    And i doubt that they have learned much with the incoming Endwalker expansion, but i remain hopeful that things change for the better, however faint it is.
    (7)

  9. #9
    Player
    Teraluna's Avatar
    Join Date
    Aug 2013
    Posts
    662
    Character
    Tera Luna
    World
    Louisoix
    Main Class
    Conjurer Lv 100
    The issue with the old card system was it's rng on getting the best card.
    Firstly, pot luck with a class skill is just wrong.
    Secondly, it was so multi-layered hit & miss people simply ignored it and just played with the class standard skills.

    At least the current system gets rid of most of that, making it more approachable to players.....but:
    I think the card system was a busted flush from day one, a gimmick thrown in to try and differentiate Ast from WHM, as it had copy-pasted several skills from that class.
    I agree with a reworking of the cards although I think the originator's suggestions lead us back to the issues the cards first had. And of course we do have changes incoming. We will see......
    (0)
    Last edited by Teraluna; 02-18-2021 at 06:16 PM.

  10. #10
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,645
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I strongly feel that we need to move DPS support into other actions and leave the cards as utility only, at least in their own unique effects. That's the only way that we can reasonably see the cards not all do the same thing, because when utility is no longer competing against DPS, you have more opportunities to use these effects, and a more justifiable reason to have them be randomized. Here are some suggestions:

    DRAW:
    Balance:
    Converts 20% of all damage dealt into HP.
    Generates an Astral Seal.
    - 15 seconds

    Bole:
    Reduces damage received by 20%.
    Generates an Umbral Seal.
    - 15 seconds

    Arrow:
    Reduces casting time by 50% (Does not reduce recast time).
    Generates an Astral Seal.
    - 15 seconds

    Spear:
    Grants immunity to cleansable debuffs and vulnerability.
    Generates an Umbral Seal.
    - 15 seconds

    Spire:
    Grants Sprint effect.
    Generates an Astral Seal.
    - 15 seconds

    Ewer:
    Restores 15% of maximum MP over time.
    Generates an Umbral Seal.
    -15 seconds
    (8)

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