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  1. #1
    Player
    Chopstix's Avatar
    Join Date
    Sep 2021
    Posts
    162
    Character
    Chopstix Maulader
    World
    Malboro
    Main Class
    Warrior Lv 90
    Quote Originally Posted by DanielNegreanu_Adamantoise View Post
    Even better would be to have two targets. One target for enemies and one for party/alliance, such that damage spells will always be cast on non-party target instead of all the back and forth.
    You can almost accomplish this with focus target and out of game macros, but not quite. There’s still clunkiness around assigning target party member as focus target
    i also use out of game macros, but have single heals set to go on target of target, no matter who tanks (tank swap etc) heal will go on the right person, mouse over is for silly dps who stand in stuff for spot heals <3

    i highly recommend healers to try out 3rd party stuff for targetting convenience, u go from man "this shit sucks" to "holy shikes i can do all that?"
    (1)

  2. #2
    Player
    GideonWilhelm's Avatar
    Join Date
    Jan 2019
    Posts
    15
    Character
    Aceby Jones
    World
    Balmung
    Main Class
    Sage Lv 90
    Honesty AST is the last bastion of interesting healer gameplay for me. If they simplify it much further I might just unsub. Give me more to do between heals, take some notes from new PvP, make healing interesting again instead of having every class appeal to the lowest common denominator.
    (10)

  3. #3
    Player
    Levirre's Avatar
    Join Date
    Aug 2013
    Posts
    14
    Character
    Levirre Krischeval
    World
    Leviathan
    Main Class
    Alchemist Lv 90
    I think they need to go away from the idea that cards = rng. Astrodyne feels terrible for a miniscule buff and often miss it when timing with lightspeed. If they want to do a tarot theme, they could instead have a fixed deck that you manipulate and stack, make a combo route of tarot readings, or have a tapping mechanic like mtg where you can set cards upside down for effects. I'm unsure how convoluted they can be with it since they still have to keep it inline with the amount of button presses with the rest of the healers being about 1-3 buttons for singular/aoe healing and buffing. It would be cool to see a gauge of 3 cards like Ewer, Arrow, Bole that change into Balance, Spear, and Spire based on a buff/timer you turn on. There's so much they could do to make it more thematically cohesive like sage, and I hope this 6.2 rework really is substantial now that they see the success of Sage.
    (1)

  4. #4
    Player
    SeverianLyonesse's Avatar
    Join Date
    Aug 2021
    Posts
    735
    Character
    Severian Lyonesse
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Levirre View Post
    I think they need to go away from the idea that cards = rng. Astrodyne feels terrible for a miniscule buff and often miss it when timing with lightspeed. If they want to do a tarot theme, they could instead have a fixed deck that you manipulate and stack, make a combo route of tarot readings, or have a tapping mechanic like mtg where you can set cards upside down for effects. I'm unsure how convoluted they can be with it since they still have to keep it inline with the amount of button presses with the rest of the healers being about 1-3 buttons for singular/aoe healing and buffing. It would be cool to see a gauge of 3 cards like Ewer, Arrow, Bole that change into Balance, Spear, and Spire based on a buff/timer you turn on. There's so much they could do to make it more thematically cohesive like sage, and I hope this 6.2 rework really is substantial now that they see the success of Sage.
    Half disagree with this, for two reasons:

    1) AST is the Gambler expy of the game, so removing RNG kind of ruins a core conceit of the job fantasy. Doubly so since the idea of randomness and probability pairs so well in a "theoretical physics" kind of way with time magic.

    2) The game has already removed so much flavor in service of homogenizing jobs and scripting gameplay. Elemental typing, weapon damage typing, stances, pets, and now we are in the middle of removing debuffs, DoTs, crits, and any party damage buff that isn't 120s. I think a lot of players really don't know what they are asking for when they demand that jobs be less inefficient/randomized and more consistent--it has destroyed so much uniqueness and excitement in job design. Kaiten and the removal of SAM crits was already a huge blow, but I think removing all RNG from AST is a threshold beyond which the game would not be redeemable.
    (22)

  5. #5
    Player
    Avenheit's Avatar
    Join Date
    Sep 2013
    Location
    Griddy
    Posts
    146
    Character
    Arvae Lancer
    World
    Malboro
    Main Class
    Dark Knight Lv 100
    minor arcana and arcana play become the same button - Class fixed.

    Welcome to my TEDTalk.
    (5)

  6. #6
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    I'm hoping they overhaul, or preferrably, remove the seals entirely. It was a redundant "mechanic bloat" in ShB and it didn't really get that much better in EW. It only exists to make it less obvious how dull neutering all the cards into 8 flavors of Balance is, which is a problem in on itself, but I doubt that's changing anytime soon.
    (6)
    Last edited by Allegor; 04-30-2022 at 06:34 PM.
    Quote Originally Posted by Allegor View Post
    Can't increase healing requirements because "it'd stress the newbies"
    Can't increase dps options either because "it'd stress the newbies"
    so apparently the only option that doesn't "stress the newbies" is either pressing 1211111111, or do nothing at all.

  7. #7
    Player
    Xelanar's Avatar
    Join Date
    Dec 2015
    Posts
    298
    Character
    Xelanar Fhey
    World
    Shiva
    Main Class
    Dancer Lv 90
    I personally hope they change the amount of oGCDs needed during burst. Not because I'm having trouble, but because I don't like the idea of having to use my utility skills(Lightspeed in this case) exclusively for DPS, instead of - you know - phases where I actually need to move while casting.

    Also... I want the old cards back. This will never happen, but I'll keep saying I miss them, because I miss them >.<.
    (7)

  8. #8
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    The only thing I remember being said was that they wanted to look into adjusting how busy AST and DRG were. In that case, I can only imagine that they'd want to consolidate or remove buttons, maybe choosing to change the cards a bit while elongating the cooldown so that we don't have to go through the card mini-game so often.

    Ideally, I would prefer it if they'd just reconsider and change certain elements (I've listed my thoughts in the past, and I don't think it's fair for me to put everything through that again), but I doubt they'd bother wasting enough time to do that if there's a DPS to consider. So I expect a lot of trimming with no meaningful replacement, as is usual, and then a ridiculous buff to ASTs potencies come the .3 patch, as per tradition with Yoshi-P and his efforts to try and make AST played more while simultaneously trying not to understand why people don't really play it in the first place.
    (1)

  9. #9
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    412
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Gunbreaker Lv 100
    Here's the thing about AST cards: either they all need to contribute to damage or none of them should contribute to damage. That was the problem with pre ShB era cards: Half (post Spear change) contributed to damage and half contributed to utility (or were used to set-up for damage). The utility cards, being RNG, were faaaaar less useful than the damage cards, even with Bole buffed out the ass to equal Rampart. How was slightly less damage on a tank/the group that you couldn't plan for compete with a 5% flat damage buff? 7% crit buff? It didn't. It couldn't.

    We also have to look at the pre-HW skill set AST had. Most of their Job skills went to card management (Draw/Play, Royal Road, Spread, Redraw). Gravity, their AoE filler spell, used to be 52. They didn't have it for any of the ARR post game dungeons. A lot of skills that feel like they should be job quest skills are instead learned during level up (Essential Dignity is at level 4, btw). This caused major problems down the road on introducing new spells for level up. The job design was too limited in scope. The ShB card changes alleviated a lot of this problem.

    However, EW introduced a new problem by giving AST a bonkers amount of buttons to hit with a seal system that isn't practical with how cards are doled out. So, my proposition is thus:

    Minor Arcana: neither card does damage. Lady is now an AoE heal with a regen effect while Lord is an AoE heal with a shield effect. (Celestial Opposition might get nerfed to be just a flat AoE heal, but maybe gets both regen and shield effects if used while under Neutral Sect).

    Basic cards: Now only do direct damage by the AST (half are single target, while the other half are AoE. Redraw is 3 charges again. Draw grants the Celestial Redraw effect which automatically redraw the single-target card to the AoE one of the same seal and vice-versa (this will not consume a charge of Redraw). MP gain is buffed back to 700MP. Sleeve Draw returned and put on a 60s timer (will also grant Celestial Redraw).

    Astrodyne: sits on a 60s cooldown timer. Seals determine what kind of attack is performed when Astrodyne is used (3 of the same = big AoE hit [can probably use current Lady of Crowns animation]. 3 different = big single-target hit [can probably use old Lord of Crowns animation]. 2 same = Earthly Star).

    I'm aware this greatly lowers the amount of support AST does, but this does make it more solo-friendly and controller friendly.
    (1)
    Ideal state of tanks: You cannot hurt me in any way that matters
    Ideal state of DPS: I can kill you and leave no forensic evidence
    Ideal state of healers: What did you say? Honey, hold my flower.

  10. #10
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by inhaledcorn View Post
    snip
    We really need to make some corrections here.
    There's 3 major problems with astro: Its cards and time magic are gone robbing it of its flavour and playstyle, its one of the few jobs bloated to an excessive degree and losing its sects in favour of a nonexistant regen/barrier split when all healers have regens and barriers caused it more limitations.

    1. Play is a shb thing and a stupid idea that they've kept around. Crown play likewise. These need to go. They did not exist back in HW/SB, draw/play was the same button. Likewise MA was also a single button.
    HW cards were Draw, RR, Spread and Redraw. Nobody used Undraw or Undraw spread. Why Undraw has not been deleted is unknown to this day.
    SB was Draw, RR, Spread, Redraw, MA and Sleeve draw. 6 buttons but this was also the time we got the brilliant W cross hotbar.

    2. Once again, the support actions were FUN and had their niches in situations other than the raid environment. Yes some needed a buff, all had their uses however. The job identity has rng as described in earlier posts in this thread. Removing it takes away another chunk of the playstyle ast players new and old enjoy. The shb cards were a complete downgrade, it would have been far better to remove the balance and spire and put new effects in their place while keeping the dps buff as divination if removing rng from your damage buff is such a problem.

    3. The astrodyne mechanic you have suggested is decent in theory, but the earthly star removal just to put it in there is very foolish as its one of Ast's best healing tools.

    4. Your overall rework reduces further Ast's playstyle of a buffer when its already in the dumps. While no Ast would turn down more buttons to make its solo gameplay fun, removing the support for it would likely be unpopular.
    (5)

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