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  1. #1
    Player
    ty_taurus's Avatar
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    Noah Orih
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    Faerie
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    Sage Lv 90
    Quote Originally Posted by IDontPetLalas View Post
    So, why would AST need to be in point-blank range for the new skill, when it currently doesn't need to be? That's one of the benefits of Gravity, especially for a pure healer.
    Oh, I just meant that it's an AoE around you rather than something that needs to be targeted, but I imagine the range would be something like Standard/Technical Step where you don't need to actually be at close range to use it.

    EDIT: So this is not really what the skill would end up looking like necessarily, but Lisa's elemental skill in Genshin was kinda what was playing in my mind as I was imagining it:

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    Last edited by ty_taurus; 01-14-2023 at 03:23 AM.

  2. #2
    Player
    ForsakenRoe's Avatar
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    Samantha Redgrayve
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    Zodiark
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    Sage Lv 100
    Quote Originally Posted by ty_taurus View Post
    cards idea
    Interesting, with the hand thing. My mind wanders in a different direction, of draw X cards, X being decided by balance/how finicky it is for gameplay (maybe 3), and play them in order. But the order you draw them in is random, so you might have eg melee melee ranged, or ranged melee ranged, or whatever, so it's like DNC step RNG? If they're miniGCDs like steps, and had a strong buff effect to make up for the fact they're slightly eating into your GCDs, I wonder if it'd flow well. OFC, you'd 'set' the cards, not immediately play them, with Divination triggering them all. Maybe make it so multiple cards can be applied to one player as long as they're not duplicates, so the optimization is 'ah I have Balance Bole Arrow. The MNK already has Balance set, so I'll Balance the DRG, Bole the BLM, and then the MNK gets the Arrow'. If you had to deal out 3 cards in this manner every 30s like DNC Standard Step, it'd definitely make the rotation feel pretty active. And with the 'Divination activates the cards' thing, you'd not be in any rush necessarily to do the buffs at exact timings. As long as they're out by the time Div comes out, there's versatility on when you actually do the card-dance.

    Might need a way to have one set applied before combat, so your first Div isn't horrendously misaligned. Or maybe not, if you went (prepull malefic), Combust at 0s, weave Draw, Play Play Play (5.5s in now), Div, Malefic spam, I think that lines up at 3rd-ish GCD? If there's some other idea for removing the 'malefic spam' part and replacing it with something else, that can be whacked in there in it's place.

    Quote Originally Posted by ty_taurus View Post
    Oh, I just meant that it's an AoE around you rather than something that needs to be targeted, but I imagine the range would be something like Standard/Technical Step where you don't need to actually be at close range to use it.
    If it were a PBAOE like that, would it decide it's 'primary target' based on what you have targetted at the time, or the same logic as Dances (the closest target is the 'primary target', regardless of what you're actually targetting)? I don't personally mind having to adjust where I'm standing to 'force priority' onto a specific target, but others might want to stand in Narnia. Though I guess some people do stand in Narnia as DNC and miss their Dance AOEs already so /shrug
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  3. #3
    Player
    ty_taurus's Avatar
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    Noah Orih
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    Faerie
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    Quote Originally Posted by ForsakenRoe View Post
    Interesting, with the hand thing. My mind wanders in a different direction, of draw X cards, X being decided by balance/how finicky it is for gameplay (maybe 3), and play them in order. But the order you draw them in is random, so you might have eg melee melee ranged, or ranged melee ranged, or whatever, so it's like DNC step RNG? If they're miniGCDs like steps, and had a strong buff effect to make up for the fact they're slightly eating into your GCDs, I wonder if it'd flow well. OFC, you'd 'set' the cards, not immediately play them, with Divination triggering them all. Maybe make it so multiple cards can be applied to one player as long as they're not duplicates, so the optimization is 'ah I have Balance Bole Arrow. The MNK already has Balance set, so I'll Balance the DRG, Bole the BLM, and then the MNK gets the Arrow'. If you had to deal out 3 cards in this manner every 30s like DNC Standard Step, it'd definitely make the rotation feel pretty active. And with the 'Divination activates the cards' thing, you'd not be in any rush necessarily to do the buffs at exact timings. As long as they're out by the time Div comes out, there's versatility on when you actually do the card-dance.

    Might need a way to have one set applied before combat, so your first Div isn't horrendously misaligned. Or maybe not, if you went (prepull malefic), Combust at 0s, weave Draw, Play Play Play (5.5s in now), Div, Malefic spam, I think that lines up at 3rd-ish GCD? If there's some other idea for removing the 'malefic spam' part and replacing it with something else, that can be whacked in there in it's place.



    If it were a PBAOE like that, would it decide it's 'primary target' based on what you have targetted at the time, or the same logic as Dances (the closest target is the 'primary target', regardless of what you're actually targetting)? I don't personally mind having to adjust where I'm standing to 'force priority' onto a specific target, but others might want to stand in Narnia. Though I guess some people do stand in Narnia as DNC and miss their Dance AOEs already so /shrug
    AST is currently disliked for a number of reasons. What is very likely the biggest reason is the amount of single targeting you have to do to play cards. I have very little doubt that whatever we get in 7.0 is going to kill playing cards on individual players because it's driving away the common player. The second biggest issue is that Astrodyne is a terrible reward and doesn't feel worth the effort it takes to get all 3 signs. The third reason is the current iteration of every card is the same flavor of nothing is loathed and defeats the entire purpose of having a card system in the first place. It makes the card system a convoluted mess.

    Personally, the single targeting aspect never bothered me, even as a controller player. That said, I don't think the system can only function that way either, so I'm entirely open to exploring the avenue of having them be AoE, or not requiring targeting for some other reason somehow. Beyond that though, I have a negative amount of interest in entertaining the current Astrodyne or keeping all the cards in this melee vs ranged disaster we've been stuck with. I don't ultimately have a say of course, but as far as playing around with AST rework ideas is concerned...



    As for the AoE factor, I didn't include it having any fall-off, but even if it needs fall-off for balance reasons, it really doesn't matter. AoE is not a thing in this game outside of trash mobs. As long as you're not whiffing enemies, which wouldn't happen with a large circle AoE, you're ultimately dealing with a difference in milliseconds of how quickly things die. Maybe in Deep Dungeons it could matter more, but if you're soloing Deep Dungeons as an AST.... May the Twelve help you.
    (1)

  4. #4
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by ty_taurus View Post
    AST is currently disliked for a number of reasons. What is very likely the biggest reason is the amount of single targeting you have to do to play cards. I have very little doubt that whatever we get in 7.0 is going to kill playing cards on individual players because it's driving away the common player.
    I just want to see if there's any sort of universal design solution that could be helpful here.

    In a few other MMOs (mostly recently added on WoW, but GW2 and --though a bit differently-- TERA are probably the most common examples), targeted skills may use soft targeting or preferential targeting rather than necessarily hard targeting. (Preferential targeting is essentially soft-targeting, except in that it can snap to or prefer your hard target when applicable -- i.e., the right type [party|friendly|hostile] and in range when the skill is queued or actuated.)

    That soft-targeting is handy because if you have a skill that can, say, only attack enemies, you can just keep your current allied target and the skill will simply target will simply follow your cone-center targeting (admittedly, not super polished in XIV, but workable for all but small AoEs) at the time you give the command.

    Most relevantly to most AST concerns, one wouldn't have to worry about tabbing back to the given enemy after selecting an allied Card target, and can generally just use Target of Target to handle the current tank while otherwise leaving one's target among the dps, where they'd only have to tab up or down the party list twice at most per draw in order to appropriately place a Card. (Granted, if we go back to more than a single Card effect, it'd still have some troubles.)

    There are a few other other features, too, though, that may typically be bundled with this (at least when one includes addon features):
    1. action-specific cone starting points and widths (ally-buffing actions may start further back and/or use a wider cone, as to still be able to tab through or be aimed through allies behind or well to the sides of you),
    2. a game might set actions to set their target on button release, while indicating the target while that button is still held down,
    3. variable indicator opacity and appearance (e.g., when there are more relevant targets in the cone of detection, the indicator may),
    4. automatic deployment at end up uptime period (as not to be potentially punished for releasing the button, and therefore setting the soft-targeting, too late),
    5. optionally longer queuing periods (if one wishes to almost all their targeting in this way but wants to be sure also that they've enough time to get their targeting in correctly),
    6. skill-specific target interception (an ally-targeting skill cannot be intercepted by enemies), and
    7. action-specific target snapping (a no-falloff AoE will prefer targets nearer to the center of the enemy/ally pack, while a skill that increases %damage may snap to the nearest DPS and skill that increases %eHP would snap to whomever highest eHP).

    Put those together and even controller-based AST players wouldn't likely struggle with the job regardless of oGCD single-target Cards. And the whole game benefits.
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  5. #5
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Quote Originally Posted by ty_taurus View Post
    I think the relationship healers have between healing and damage is not a bad one, but just having a wealth of OGCD heals has not boded well for the experience of healing. While I do want wider DPS libraries, I like feeling like there's a decision I must make between my attacks and my heals. I liked playing as a SCH in ARR, HW, and SB, and feeling like Adlo and Succor were a regular part of my gameplay, not just a last ditch effort for survival. It's true, though, that there could've been a lot more interactivity between my actions that SCH could've received as time went on.
    It's hard for me to say exactly where that relationship goes from merely watered down (or, suffering from an excess of bird droppings, etc.) to outright 'bad', but I agree that the excess of oGCD healing (not necessarily even the button count, but just their power relative to healing requirements) seems like the biggest thing disrupting the balance between attacks and heals necessary to make it feel like there's decisions to be made between the two.

    Quote Originally Posted by ForsakenRoe View Post
    Some people like the business of AST weaving, some people think it's gone too far. I don't know if GCD cards is the solution, but maybe half-GCD like DNC steps or NIN mudras would retain some of the business, while still being a bit more lenient (you don't have to doubleweave like a madman, and can just go like, card, malefic, card, malefic, card, to give breathing room to see who to throw the card on)
    A NIN GCD would actually be just as busy as (and likely feel busier than) an oGCD in most situations.

    You presently have only a 1.5s cast time on Malefic, which leaves 1s in which to weave the card and your next cast. If you replace the Card oGCD with a Card-ra, you have the 1.5s cast time, but then a .5s period where you can't usefully hit anything, and only then the .5s queuing period for the Card-ra GCD, which in turn gives only .5s to set your target again for Malefic.

    So instead of just going smoothly from one action into the two at any time over the following second, you go... then stop, action A only, and then action B only at 0.5s each.

    Gonna relink a potential more... 'universal design' solution concerning managing single-target healer buffs despite/around optimizing (especially, offensive) uptime.

    Quote Originally Posted by Shurrikhan View Post
    <Ideas on improving the control scheme such that oGCD single-target buffing would be a non-issue anyways, even for controller players, while making the game smoother as a whole>
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    Last edited by Shurrikhan; 01-14-2023 at 07:09 PM.

  6. #6
    Player
    ForsakenRoe's Avatar
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    Samantha Redgrayve
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    Zodiark
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    Quote Originally Posted by ty_taurus View Post
    AST is currently disliked for a number of reasons. What is very likely the biggest reason is the amount of single targeting you have to do to play cards. I have very little doubt that whatever we get in 7.0 is going to kill playing cards on individual players because it's driving away the common player. The second biggest issue is that Astrodyne is a terrible reward and doesn't feel worth the effort it takes to get all 3 signs. The third reason is the current iteration of every card is the same flavor of nothing is loathed and defeats the entire purpose of having a card system in the first place. It makes the card system a convoluted mess.
    Yeh the idea is trying to keep sort of in line with the limitations we have atm, namely 'the design team needs some fresh ideas', but I'd like to think what I posted solves all of those problems in some regard. Singletargetting to play cards is an issue now because how how much you do in such a short window. While I can't really say without it existing and being playable, I think my idea would help alleviate that somewhat, yes you're playing more cards per 2min cycle, but you don't have to play them all at the 2min mark. You could theoretically play one per 10ish seconds. This would also allow for some malleability in not getting screwed by 'I have to play cards, but the mechanics are all going off too' like in eg Manifold Flames.

    Second issue, Astrodyne, is part of a larger issue, that is, 'cards dont really feel rewarding to play around'. You do everything right and you get a pretty crummy payout. I think part of the reason for this is SE's apparent allergy to the idea that players can potentially mess up. Every card does the same thing, and has relatively low effect, because that way if a player isn't good at doing the card thing, they don't drag their team down as much. We can adjust the cards to make them both feel more impactful, and also less punishing to mess up. For example, currently if you play a card, it buffs by 3% on the incorrect role and 6% on the correct role. So if a player got every card 'wrong', they'd be losing 50% of the card system's effectiveness. Instead, we could boost that to say, 10% for wrong, and 12% for correct, making the difference just 16%. At the same time, this makes the cards feel way better in a vacuum I think, because their effect is stronger.

    Third, having the same effect sucks yes. Having everything as different colors of 'it does the same damage buff' is likely here to stay, so we'll have to work around it. And my idea to throw in the ring would be 'make it so players can get several different cards at once, but not duplicates'. Unfortunately this conflicts with 'make it less punishing to get wrong' from point 2, as playing a Balance on someone who has a Balance set already would be a 100% loss of damage. Maybe a system where 'if a duplicate card is played, it's effect is reduced by 2%' could work. EG, a player who does not care about their performance at all could throw Balance on the MNK 3 times, and no other card. The first is worth 12%, the second 10%, the third 8%. A different player who is peak optimization brained, would throw a Balance, an Arrow and a Spear on the MNK, which gives 12, 12 and 12%, as none of them are duplicates. The 'zero optimization' player would turn a 1000p skill into 1,330.5p, and the super optimal gamer would turn 100p into 1,404.9p, a difference of 74ish potency. That's like, half a Gauss Round.

    Since we don't need to remember the effects of the cards (they are all damage), and we don't need to remember which are better on melee/ranged (the job gauge tells us), the thing to watch out for under this system would not be what the cards do, or who they're best on, just who already has that one. We can even remove seals with this, because they're only use atm is to try and get you to use different cards. With this rework, the reason to use different cards is implemented in a different way. One that matches the lore better, IMO. Don't some IRL tarot card readings have 3 cards drawn, to correlate to past, present, future?

    edit: having this change, we could also learn a passive trait at 60, in reference to that bad AST who we fight. IIRC he channels power from all 6 cards for a timestopping attack, so we could have similar, where if we have all 6 card effects on ourselves (only on the AST), it increases our damage output not just by the amount for each card, but also by a bonus amount. Not enough to be the optimal way to play in group content, but as a way to make AST's solo experience a bit less crappy.
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    Last edited by ForsakenRoe; 01-14-2023 at 06:35 AM.

  7. #7
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    IDontPetLalas's Avatar
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    Alinne Seamont
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    Quote Originally Posted by ty_taurus View Post
    Oh, I just meant that it's an AoE around you rather than something that needs to be targeted, but I imagine the range would be something like Standard/Technical Step where you don't need to actually be at close range to use it.

    EDIT: So this is not really what the skill would end up looking like necessarily, but Lisa's elemental skill in Genshin was kinda what was playing in my mind as I was imagining it:

    Ah thanks, and boy would I love something like that!
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