Lol all of this griping for 25o potency dps? No wonder we lost card diversity and class distinction when people want us to be glare mages basically

Lol all of this griping for 25o potency dps? No wonder we lost card diversity and class distinction when people want us to be glare mages basically
The solution is extremely simple: balance DPS checks around the assumption that an AST having a certain % uptime on Malefic and Combust is enough to avoid enrage, assuming the party is playing as it is supposed to. Getting 0 or 6 Lords won't mean wiping or not wiping, as you just assumed.It's quite clear from your responses that you have 0 idea how to play any healer at a high level. There is no such thing as "bonus damage". The fact that you treat any healer damage as bonus damage fails to realize that, if enough damage isn't dealt, the boss will flat-out kill everyone, and you cannot heal or mitigate that at all. You will die. End of story. How do you prevent that? Everyone pumps out as much damage as possible. High-level healing meta involves you using as few healing spells as possible. These changes are awful because it robs AST of much of its consistency. Why bring an AST when it might be able to give and deal a ton of damage when you can bring a good WHM and guarantee it? These changes do nothing but punish you for trying to optimize your play, the exact same problem SCH currently has.
Same story for SCH. If I don't have to spend all my aetherflow on Energy Drain, why does it matter that I might lose 100p because I dared to use a Sacred Soil? Just because that means losing 100p when I'm parsing? Should the game be balanced on this? Obviously the answer is no. If SCH is the only healer that is "punished" this way, the answer shouldn't be "get rid of Energy Drain!", it should be "well, then add something similar to the other healers".
We complain day and night about healers, healing being too easy, kits being boring, identities being stripped away and all that, and then we also have meltdowns over a Lord card. C'mon now. We are never going to get a healer design that satisfies everyone this way.
Amen could not agree more. It is like saying the drink is too plain it needs more sugar, or the drink has too much sugar it needs to be watered down.The solution is extremely simple: balance DPS checks around the assumption that an AST having a certain % uptime on Malefic and Combust is enough to avoid enrage, assuming the party is playing as it is supposed to. Getting 0 or 6 Lords won't mean wiping or not wiping, as you just assumed.
Same story for SCH. If I don't have to spend all my aetherflow on Energy Drain, why does it matter that I might lose 100p because I dared to use a Sacred Soil? Just because that means losing 100p when I'm parsing? Should the game be balanced on this? Obviously the answer is no. If SCH is the only healer that is "punished" this way, the answer shouldn't be "get rid of Energy Drain!", it should be "well, then add something similar to the other healers".
We complain day and night about healers, healing being too easy, kits being boring, identities being stripped away and all that, and then we also have meltdowns over a Lord card. C'mon now. We are never going to get a healer design that satisfies everyone this way.


These changes to the cards were 1) unnecessary and 2) doesn't even change what people didn't like about current cards. You're still going for three different seals in your opener, which means your opener is still very busy. You now have an extra oGCD to weave in separate Divination. Oh, and you also have to hit your Minor Arcana draw to hopefully get in a Lord within the buff window. This, hilariously, made your opener even more busy, which people did not like. Unlike other jobs with random chance, AST is actually losing means of forcing a bit of RNG in its favor with far less redraws and the loss of Sleeve Draw altogether. Dancer has Flourish. Black Mage has Sharp Cast. Monk has Brotherhood. Bard has Apex Arrow. And AST gets a sledgehammer to the knee.The solution is extremely simple: balance DPS checks around the assumption that an AST having a certain % uptime on Malefic and Combust is enough to avoid enrage, assuming the party is playing as it is supposed to. Getting 0 or 6 Lords won't mean wiping or not wiping, as you just assumed.
Same story for SCH. If I don't have to spend all my aetherflow on Energy Drain, why does it matter that I might lose 100p because I dared to use a Sacred Soil? Just because that means losing 100p when I'm parsing? Should the game be balanced on this? Obviously the answer is no. If SCH is the only healer that is "punished" this way, the answer shouldn't be "get rid of Energy Drain!", it should be "well, then add something similar to the other healers".
We complain day and night about healers, healing being too easy, kits being boring, identities being stripped away and all that, and then we also have meltdowns over a Lord card. C'mon now. We are never going to get a healer design that satisfies everyone this way.
But, y'all got what you wanted: RNG for the sake of RNG.
It's hilarious how many threads there were about changing the ShB card system and the only thing SE took away from those was "put RNG from the old card system on top of the current one that nobody likes."
At this point you almost can't attribute it to incompetence anymore and have to attribute it to malice.
I love the changes though ofc I still will miss dear noct sect, however the fact is that we keep the dirunal sect shields which is stupidly powerful anyways is enough for me to be greatful though we cant use em unless high lvl e.e, it is nice to see that ast gotback old crowns and lady and even made them aoes!!!!!!!!!. Though my personal gripe overall honestly is the rest of cards still being the same boring dry buffs.....and divination though now that can be used freely other than that everything else is BEAUTIFUL, but I am going to main sage now and sub ast when bored because sadly as we know am more a barrier type of healer. All am seeing atm is pure ast/sage combos, poor whm/sch bless their hearts lol.
I have no problem with rng but why the hell can I only redraw once per card and then they remove sleeve draw also. It’s a 2 min 1 card cd giving you only 1 missing seal every 4 cards. And new king and queen are just a button you press two times every minute. I know shadowbringer kind and queen was disliked but I had too at-least use some of my not dead brain cells after hammering malefic to look for the right target. Also astro just having again way better cost free healing tools on 1 min cd then any other healer but to compensate for it they kick you in the balls actually having any consistency playing healer. You either gonna punch walls after not getting a 3 seals astrodyne after 15 cards and another run you get 3 perfect seals all the time (pretty sure winning lottery is more easy then that ) .
Because people wanted to "draw and deal with what you have, and then adjust if you don't have the thing you need," like old Stormblood AST while others wanted guaranteed DPS buffs and more controlled RNG. The randomness of the RNG was a very popular reason to why people played AST.
This is taken very literally. DPS card buffs stay, divination gets changed, so this is always good for guaranteeing rDPS increase.
The AST 'flavor' with the cards is basically this RNG buff with Astrodyne. The additional DPS buffs from Astrodyne would be great, but not mandatory. It's a lot better than say, for example, having the effects of damage mitigation tied to the effect that you can't guarantee drawing.
While there are certainly better ways to implement the RNG flavor, this is still pretty good to have. Astrodyne will also always guarantee MP regeneration, so there's no problems with MP even if your RNG is terrible. Just think of Astrodyne as RNG DPS procs like other jobs, except on a longer duration.
It would've been so easy to avoid this nonsense by simply not attaching dps to the rng factor, I really don't know why SE doesn't get it.Because people wanted to "draw and deal with what you have, and then adjust if you don't have the thing you need," like old Stormblood AST while others wanted guaranteed DPS buffs and more controlled RNG. The randomness of the RNG was a very popular reason to why people played AST.
This is taken very literally. DPS card buffs stay, divination gets changed, so this is always good for guaranteeing rDPS increase.
The AST 'flavor' with the cards is basically this RNG buff with Astrodyne. The additional DPS buffs from Astrodyne would be great, but not mandatory. It's a lot better than say, for example, having the effects of damage mitigation tied to the effect that you can't guarantee drawing.
While there are certainly better ways to implement the RNG flavor, this is still pretty good to have. Astrodyne will also always guarantee MP regeneration, so there's no problems with MP even if your RNG is terrible. Just think of Astrodyne as RNG DPS procs like other jobs, except on a longer duration.
Absolutely. DNC rng works for example because your procs are frequent enough that it averages out. Even so, they're smoothing out Espirit because it was a little much.I think RNG is fine if the dice roll happens frequently enough to somewhat balance itself out. RNG in WoW for example worked back when I played because there was so much of it going on at the same time, you would roll the dice with almost every cast/ability. And this is also why I think Direct Hit and Crit are fine the way they are, it's a dice roll with every ability.
What is not okay is a single coin flip every 30 seconds, especially in a game like XIV where dps reigns supreme.
It's worse than 30 seconds, Minor Arcana is a 60 second cooldown now. With that small a number of "procs" it's quite possible that in an 8 minute fight you'll get 1500 potency one pull, then 500 on the next.
"Adjust" to what? This is what I mean by players deluding themselves there's a choice here. You just press it on cooldown and it either does damage or overheals, then you pretend you made a choice and adapted and you're a great player. Lady isn't a bad heal, it's practically an Indom, but no good player will plan around a heal that rng might choose not to give you for 4-5 minutes. And AST is all about heal planning and mapping your cd's.
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