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  1. #1
    Player
    Haxaan's Avatar
    Join Date
    Nov 2012
    Location
    Gridania - Uldah
    Posts
    393
    Character
    Haxaan Shivar
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    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)

  2. #2
    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)

  3. #3
    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.

  4. #4
    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).
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