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  1. #1
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100

    Astrologian changes 6.0

    So sleeve draw is removed. And the job is leaning more into RNG with card draws? ok.

    Card buffs are basically the same...select correct class with correct card. simple.

    Seals aren't that important anymore...mainly in how the new level 50 skill works....

    Astrodyne is now the selfish buff for astro only?! Giving MP regen on self, haste buff, and damage up buff. So seal seeking isn't that important when trying to buff the party DPS as this only effects the astro themselves.

    Divination is now a flat 6% damage up buff every 2 min. No seals needed...and can now be dropped in openers ASAP. Thanks !

    Minor Arcana is back to the old way of using it on a 60 sec cooldown. Hit minor arcana...and hit crown play. Simple! AoE damage or AoE heal....WITH NO DROP OFF. Now astros can hold cards when needed....and the arcana is SEPERATE from your normal Draw. Drops those lord's and ladies! *this makes me happy that minor arcana has returned to it's roots*

    Gravity II.... looks awesome and no damage drop off. THANKS!

    Celestial intersection now has a trait for TWO charges....I love this skill and it has always had me wishing I could use it on myself when in danger...but it's usually on CD. Now I can. THANKS!

    Neutral Sect....still ast's beast mode button.

    Macrocosmos! WOW...this is a powerful skill damage....250 potency with damage fall off to all enemies in range. AND grants a buff to party that compiles 50% of damage taken to party for a heal that restores the compiled damage...OVER 15 SECS!? This feels OP, but time will tell.

    All in all....AST is going to feel pretty complete for me. RNG is still there...but it's not gating you with your divination for party buffs. The party/raid still get their damage up buffs we grant, but it will feel nice to not have to fish for seals. Draw and Redraw will take some getting used to, but astro is used to it. Minor arcana/crown play will feel great to use every 60 sec. AST dps seems like it go even smoother to dish it out, while also being able to heal effectively.

    I'm glad they decided to rework some of AST's pain points. I'm happy with all of this.
    (11)

  2. #2
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
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    4,002
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Pictomancer Lv 100
    My only gripe with the AST changes is that Minor Arcana has a separate Play button. I much prefer what we have now where we just use the same button. We can really even say it will help with min-maxing before pulls because everyone will want to pull a Lord card.
    (3)
    Last edited by Mimilu; 10-14-2021 at 12:23 AM.

  3. #3
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Mimilu View Post
    My only gripe with the AST changes is that Minor Arcana has a separate Play button. I much prefer what we have now where we just use the same button. We can really even say it will help with min-maxing before pulls because everyone will want to pull a Lord card.
    I agree the minor arcana could just be changed to crown play when you possess a lord/lady. Still I'm curious what undraw is still doing there.

    The new draw/redraw still has me scratching my head as you only get 1 redraw per card drawn. Does this mean that redraw is only available when a card is drawn and is unavailable when a card is played?

    Draw has 2 charges, but you effectively get a redraw for every charge.
    6.0...Draw...wrong seal...redraw...wrong seal...draw...wrong seal...redraw (is that right?) We basically lost 1 redraw?
    As opposed to 5.0 Draw....wrong seal...redraw...wrong seal...redraw...wrong seal...redraw.

    Undraw still around...does it grant a charge of Draw back to us when we place a card back in the deck? Which would be the missing 3rd redraw.


    Don't really understand the reasoning behind this as draw and redraw feel ok to use now. Maybe this is a QoL....?
    (1)

  4. #4
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    412
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Gunbreaker Lv 100
    The changes to Lord/Lady and the new Astrodyne are awful.

    You now have a strong chance to lose out on damage over something you can't control. Y'all wanted RNG, and now you have it in the worst possible ways.

    "Oh, but Divination is consistent!"

    Whoopty-doo. I could deal with losing out on some damage in my opener because my Divination was pretty consistent everywhere else. Now? Well, who knows if I'm getting my personal damage buff or if I'm just getting that MP regen that's really not even necessary, even with the mp economy nerf due to the reduction on mp recovery from Draw and the loss of Sleeve Draw.

    StB Lord/Lady sucked because the Lord was always good while the Lady just sat there because I had no need for it. Essential Dignity was on a 45s cooldown and healed for faaar more than Lady ever could. What do we need an AoE heal for when we have Earthly Star and Celestial Opposition, both of which are on 60s cooldown timers? On top of that, you're still losing out on damage because of a thing you cannot control.

    The ShB card system didn't need to be messed with. If they wanted to make Divination its own cooldown, fine, but Astrodyne is a terrible replacement, and ShB Minor Arcana was a necessity for leftover card seals. This new system is just not well thought-out.
    (3)

  5. #5
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by inhaledcorn View Post
    The changes to Lord/Lady and the new Astrodyne are awful.

    You now have a strong chance to lose out on damage over something you can't control. Y'all wanted RNG, and now you have it in the worst possible ways.

    "Oh, but Divination is consistent!"

    Whoopty-doo. I could deal with losing out on some damage in my opener because my Divination was pretty consistent everywhere else. Now? Well, who knows if I'm getting my personal damage buff or if I'm just getting that MP regen that's really not even necessary, even with the mp economy nerf due to the reduction on mp recovery from Draw and the loss of Sleeve Draw.
    Respectfully Disagree. You're looking at this from a strictly DPS point of view. Is DPS the main focus of a healer...it can be, but it's not. If someone that is good at healing and DPSing, great! But is DPS required of healers....absolutely not. The RNG aspect is contained only to the AST now, and doesn't punish you for poor RNG to buff the party damage. So in that regard...nothing changed...the party STILL get's the divination buff, but now you don't have to fish for seals to get in that opener. This is good.

    To you're point about RNG is worse...I still disagree. The only change that I can see is that we have one less redraw. And the no longer awkward sleeve draw cooldown. Sleeve draw was great for the opener, but it was utterly useless otherwise. One guaranteed seal to complete every OTHER divination. I never had that much trouble filling out my seals even without sleeve draw. With the long cooldown of divination we currently have, I ALWAYS have my seals completed before Div is off CD, with minor arcana filler or the seal will replace my first seal. I might have the once in a while poor RNG and spend 3 redraws, but I still have plenty of time to get in another Draw/redraw before Div is up.

    Minor Arcana is so low on the totem pole in 5.0 that I only EVER use it when my seals are complete and it acts as filler while I wait for Div to come up so I don't break my seals, unless like I said...I can successfully push a seal. So this basically went to a FREE DPS card or a FREE HEAL card. I really don't see the downside here. Will people fish for a lord pre-pull...maybe. Will raid parties wait til a AST get's a Lord...doubt it (unless that's required in a particular static) Is it THAT big of a difference....no....because you can't UNDRAW a lord/lady. Deal with it and move on kind of RNG...seems harmless when I think about it. The lord pre-pull for a small DPS 250 potency hit does not replace a 15s 8% damage up buff on a party member...not even by a long shot. It's just a flat free dps or free heal.
    (5)

  6. #6
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Sqwall View Post
    Respectfully Disagree. You're looking at this from a strictly DPS point of view. Is DPS the main focus of a healer...it can be, but it's not. If someone that is good at healing and DPSing, great! But is DPS required of healers....absolutely not. The RNG aspect is contained only to the AST now, and doesn't punish you for poor RNG to buff the party damage. So in that regard...nothing changed...the party STILL get's the divination buff, but now you don't have to fish for seals to get in that opener. This is good.

    To you're point about RNG is worse...I still disagree. The only change that I can see is that we have one less redraw. And the no longer awkward sleeve draw cooldown. Sleeve draw was great for the opener, but it was utterly useless otherwise. One guaranteed seal to complete every OTHER divination. I never had that much trouble filling out my seals even without sleeve draw. With the long cooldown of divination we currently have, I ALWAYS have my seals completed before Div is off CD, with minor arcana filler or the seal will replace my first seal. I might have the once in a while poor RNG and spend 3 redraws, but I still have plenty of time to get in another Draw/redraw before Div is up.

    Minor Arcana is so low on the totem pole in 5.0 that I only EVER use it when my seals are complete and it acts as filler while I wait for Div to come up so I don't break my seals, unless like I said...I can successfully push a seal. So this basically went to a FREE DPS card or a FREE HEAL card. I really don't see the downside here. Will people fish for a lord pre-pull...maybe. Will raid parties wait til a AST get's a Lord...doubt it (unless that's required in a particular static) Is it THAT big of a difference....no....because you can't UNDRAW a lord/lady. Deal with it and move on kind of RNG...seems harmless when I think about it. The lord pre-pull for a small DPS 250 potency hit does not replace a 15s 8% damage up buff on a party member...not even by a long shot. It's just a flat free dps or free heal.
    The issue is that free healing has often very little value when put up against free damage, especially when getting one means the loss of the other. They could have mitigated this by having both Lord and Lady deal damage and heal, like a mini assize, then add a distinct effect to one or the other to differentiate them. But when damage and heal come together and are exclusive, healing will ALWAYS lose due to being situational, while damage will ALWAYS win due to being always useful. (Except maybe in very strange situations where you have to have a healing and you've exhausted all other options, but honestly considering how many healing abilities we have that might never be the case.)
    (7)

  7. #7
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by GrimGale View Post
    The issue is that free healing has often very little value when put up against free damage, especially when getting one means the loss of the other. They could have mitigated this by having both Lord and Lady deal damage and heal, like a mini assize, then add a distinct effect to one or the other to differentiate them. But when damage and heal come together and are exclusive, healing will ALWAYS lose due to being situational, while damage will ALWAYS win due to being always useful. (Except maybe in very strange situations where you have to have a healing and you've exhausted all other options, but honestly considering how many healing abilities we have that might never be the case.)
    Possibly. I look at it from a point of view if I use a Lady card, then I can DPS right away. If I use a Lord Card I can follow up with healing. Lord and Lady to me are MP savers, and help you either way. I don't know. I ultimately think the change is good, and sometimes simple execution of a simple skill at it's core are what's required. It's not going to make or break in clutch moments. BUT it does offer choice, and choice offers variety. Something Healers are in need of desperately. AST has that variety that I want in a healer. WHM is just a glare mage, and I found WHM incredibly boring to play. AST keeps me on my toes and makes me think. SCH never played it as it just didn't interest me. SGE? Perhaps....but I hate shield healing (which is why I never picked up SCH).

    With the changes AST has, I agree that this is a great direction for AST. It is sort of a soft return to form, and still keeps it complexity. I always advocate for QoL fixes, adjustments. While replacing poor designs with better design.

    This is probably the closest AST is going to get to "as good as it's going to get".
    (5)

  8. #8
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Sqwall View Post
    BUT it does offer choice, and choice offers variety.
    But that was my point. It really doesn't. You will almost invariably always want Lord of Crowns as it is always useful. While Lady of Crowns is only useful when there is some significant healing to do. Especially since Lord of Crowns IS a dps gain. It adds to Astrologian's dps, its an oGCD you can weave into your casts for a 250 potency gain.

    Indeed, I agree it is not much. And the RNG definitely offsets the value for both. Maybe it's not valuable enough to make a dent, but it is still more useful than healing. Healing doesn't make the fight finish faster. Healing can be completely wasted and add nothing to a team if it doesn't save anyone and for that AST has a lot of much more consistent tools.

    It's a choice between always free useful damage (which can be augmented in Divination or Astrodyne windows, increasing its value.) and free very situational healing. This isn't really choice.
    (8)
    Last edited by GrimGale; 10-14-2021 at 02:47 AM.

  9. #9
    Player
    EthanMoonkin's Avatar
    Join Date
    Oct 2018
    Posts
    33
    Character
    Hinata Silvermoon
    World
    Behemoth
    Main Class
    Monk Lv 70
    While I am intrigued about some of the changes, I also agree that the card system is still poorly designed and will not be enjoyable to play. At first I was excited because I thought Macrocosmos was an ogcd which would mean being able to weave in-between malefics like assize, but it's just a malefic substitute with a heal since their potencies are the same. The Lord is nice, but now your personal damage is completely based on rng and there's nothing you can do to change that no matter how much you master the class.

    Just as someone already mentioned, damage will ALWAYS be better than healing. This is not an opinion but a matter of fact as that is how the game is designed. You are not benefiting the party by healing constantly, but you are by doing damage. This is something all players need to understand no matter what casual or not.

    Being able to reroll the arcana for the other card would also be an option I'd he happy for but that would probably add to the skill bloat, so giving both equal amounts of damage will having a slightly different effect would also silver the problem.
    (2)

  10. #10
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by EthanMoonkin View Post
    While I am intrigued about some of the changes, I also agree that the card system is still poorly designed and will not be enjoyable to play. At first I was excited because I thought Macrocosmos was an ogcd which would mean being able to weave in-between malefics like assize, but it's just a malefic substitute with a heal since their potencies are the same. The Lord is nice, but now your personal damage is completely based on rng and there's nothing you can do to change that no matter how much you master the class.

    Just as someone already mentioned, damage will ALWAYS be better than healing. This is not an opinion but a matter of fact as that is how the game is designed. You are not benefiting the party by healing constantly, but you are by doing damage. This is something all players need to understand no matter what casual or not.

    Being able to reroll the arcana for the other card would also be an option I'd he happy for but that would probably add to the skill bloat, so giving both equal amounts of damage will having a slightly different effect would also silver the problem.
    I disagree with this statement. Gravity isn't RNG, Combust isn't RNG, Malefic isn't RNG. Personal DPS doesn't have to all be perfect, and for some to think that everything related to DPS needs to knock their socks of just further dilutes the job. Otherwise AST should have just been a R.DPS. At AST heart is a healer, and it is possibly the best healer in the game. Possibly.

    I don't believe those that think the RNG on AST is bad....it's not. Far from it really. MNK currently has worse RNG, BRD has worse RNG. For me personally it's not hard to get a Divination opener, it's not hard to throw out a card every 30 sec, it's not hard to redraw, it's not hard to see when my non-sleeve draw Div isn't coming together well...and when I need to toss out minor arcana when I run out of redraws for 1 seal to get ready for Div.

    AST has ALL the tools it needs to heal and DPS effectively. If people want to think it's DPS is completely behind an RNG system, then your missing the point. Minor arcana is fine with the new iteration, because it's basically an after thought currently. AST is the buff healer, and it's cards also serve as it's DPS. Every time you toss a card onto a Dragoon or a Black Mage, you the healer just increased your DPS.

    You play AST well, and roll with the punches you can increase DPS quite a bit. The new Lord and Lady does NOT break the job at all. If anything it gives me more to do during slower moments.

    I'm happy with the new changes.
    (3)

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