rework astrodyne thanks SE![]()
rework astrodyne thanks SE![]()
This edition of the card system seems to load us up with buttons that are unnecessary just to satisfy some people who felt divination shouldn't be tied to the cards. I honestly don't understand it I never heard people complain about being unable to get all 3 seals for divination, and the tools we had in sleeve draw and 3 charges of redraw were enough to make up for the RNG. Maybe raiding changes things drastically but I know I never had any real trouble getting all I needed for divination, only a handful of occasions did I have to use it without all 3 seals ready.
I miss the old AST, IMHO the new system is pretty mindless and boring, and I can't give sick buffs, only the same ones(
Yeah the old system wasn't really broken at all. You had rng but the chance of you not getting three different seals was highly unlikely with all your tools. It's like they thought now it's a personal buff that they can afford to put more rng into it, but the disparity between two seals and one seals in astrodyne is way too large.
The reason why I wanted Divination decoupled from seals is because 4/5/6% difference was stupid. I NEVER got a 4% damage buff on Divination and 5/6% is so miniscule what was the point in having three separate seals.
If they wanted to keep the seals with Divination there should've been more of a difference. What I wanted was for the Seals System to do something other than the crap with Astrodyne (for example, certain combination of seals would have different effects that you can use and then play) or for it to be removed because it was a dumb system to begin with and bring back some originality to the cards.
No, I don't want it back. And arguably it shouldn't be brought back.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
SHB AST was better. Hands down. All they had to do was remove the nocturnal sect and it would've been fine. Divination could've been a permanent 10% damage buff and depending on how many different seals it does a 200/400/600 potency AOE and it would've felt amazing.
My view is that this sort of variance is part of the class; reducing it makes it more like the other healers and reduces the distinction between AST and the other healers. The variance is 'mitigated' by balancing the class around the median result over the course of an average boss fight (and by making the difference between one and three seals relatively modest with respect to, say, clearing an average savage boss).
For people who like lower variance, I think that the best solution is to have other healers with lower variance (which FF14 obviously does). That does mean that people who specifically like AST and low variance will have to choose which they like more, but it also means that players more generally have the option of high- and low-variance healers.
AST was enjoyable prior to 6.0 because it still had some amount of RNG protection in place, as does the other """high-variance""" jobs, DNC and BRD; no matter how bad their luck, it never inhibited the job's ability to play well because you have abilities in your toolkit that can make up for it.
New AST completely lacks this in any regard, that is the complaint here.
It's really just a QoL wish of mine when the fact that three seals in a row is even possible - despite the fact it's the rare lmao it can still happen. I'm a casual player but I can't imagine how annoying this would be for people who care more. As said by many, astro in shadowbringers had variance but not to the point of this. The mp regen on the one seal effect on astrodyne is worth a lot and I can't take it for granted as a contributor to astro being such a good healer rn, but the frustration of only getting that when you see it fit in raidwide buffs is kind of annoying. Definitely don't reduce its variance to the point of being idk, a whm with buffs, but at least have something that can stop you from getting one seal only. It's more like a return to shadowbringers rng protection than becoming a 'low variance healer'.My view is that this sort of variance is part of the class; reducing it makes it more like the other healers and reduces the distinction between AST and the other healers. The variance is 'mitigated' by balancing the class around the median result over the course of an average boss fight (and by making the difference between one and three seals relatively modest with respect to, say, clearing an average savage boss).
Also bearing in mind these are nitpicks on a solid job. It's not perfect obviously. But there's simple changes that can make it feel better without obliterating rng variance as its niche.
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