Results 1 to 10 of 300

Hybrid View

  1. #1
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    814
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ty_taurus View Post
    Wouldn't that still mean that every card used that provides a utility buff instead of a damage buff becomes a detriment and thus interpreted cards will be avoided like the plague by most players? So long as damage is an option, the utility will be treated as an inferior choice in nearly every scenario in which you could use the utility instead. AST does not need additional mitigation, and if the AST actually does, the game isn't really transparent enough to make that clear. I don't think most anyone would end up using it because it would become viewed as a clutch that AST is better off not relying on. The MP regen as well is something that would almost exclusively be avoided, though I could see it having more value during prog where you know you're not hitting enrage yet and are just trying to get more experience. But by in large, MP management has been done away with, for better or worse.

    I don't meant to be an antagonist to the idea of having offense OR utility, and I did thoroughly enjoy old AST and having those moments where using old Bole or old Ewer felt good to take advantage of. And I see that you're trying to take away the random factor that made those cards unreliable, but this game and this community cannot and will not accept sacrificing DPS potential for utility in 95% of scenarios ever.
    It's safe to say that we are both trying our best to conceive ideas that respect that nature of the game at it's core. Where we disagree is merely the approach.

    For me personally I like having the option of utility. That's what drew me to Scholar in ARR. When Selene had her own toolkit I could choose the fairy I wanted based on the content I was running. The community quickly realized that Eos was optimal but having the choice to use Selene made me happy nonetheless. I haven't seen a single person who thought removing Selene as a separate set of actions was a good idea. So the concept of having a choice between optimal damage and situational utility has already been proven to be well received. Currently Scholar has a GCD shield in Adloquium that is very rarely DPS positive. You have to shield enough to avoid needing multiple healing GCD's in the future or avoid an otherwise unavoidable death. Having Adloquium on my hotbar still feels great just like Selene because the option to use it is always there when I need it.

    It's that feeling that led to my idea of increased damage or utility for cards. You said yourself that damage is better in 95% of cases so I made a card system that gives you that damage at any percentage. The utiltity is less important but available because having the option feels good. What doesn't feel good to me is being forced to use utiltity I don't need. That is why I don't play Sage because I find myself healing for the MP gain when no one needs health and it feels dumb. Your Astro concept where I am forced to use random utility the party may not need is also unappealing even if the end result is more damage for the party. It's just a personal preference but both our ideas respect the fact that damage is always better and having some utility at our disposal is a nice addition to that. My concept just leaves the choice between damage and utility completely up to the player.
    (2)

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Here’s the thing, making utility come at the cost of DPS will never fly with this community at this point. Sure, it is ultimately a choice, but it’s not a choice that offers some kind of meaningful decision-making, because no matter how you spin it, the DPS buff will always be better in every conceivable way unless the utility effects are obscenely powerful—I’m talking a Benediction card, an invuln, an instant OGCD raise, a weakness debuff removal… that is what you’d need to make the opportunity not be collectively received as a bad after thought by most players. A 10% mitigation buff would be a joke.

    At its worst, it runs the risk of teaching new players bad habits—that utility is something worth choosing over damage—but more importantly, inspiring some players to harass new AST players for using utility buffs instead of DPS buffs. No it wouldn’t be a rampant issue, but my point is there’s nothing healthy that would realistically come from a system like that. And again, it’s all because of how unnecessary that utility is. There is no situation where an extra 10% mitigation buff or a sprinkling of an MP regen is going to save the day, so if it’s not going to do anything the rest of your kit can’t accomplish 10x more efficiently, why should it even exist?

    The truth is, there is not a perfect way to integrate offense and utility together in this game. As you mentioned, once you attach a DPS cooldown to utility, you are now on a time limit to use it at the best possible moment. Normally, I’d say that a single mitigation buff and healing buff could easily be spent in any given 2 minute window, but we also have content like Smileton, so that’s not always true. But, regardless of personal preference, which honestly sounds like the healthier choice in the game?

    Unnecessary utility that seems helpful in paper, but can only use by sacrificing offensive momentum, thus universally invalidating any benefits gained? Or unnecessary utility that you can fully reap the benefits of without having an opportunity cost and thus actually offers its face-value effects?

    My suggestion differs from the SGE comparison you brought up because it’s significantly easier to use 1 defensive cooldown in a 2 minute window than it is to need to heal at least one person in a 20 second window. But as I said, Smileton exists, and other content like it. So there will end up being situations where utility would get unnecessarily burned.
    (0)
    Last edited by ty_taurus; 12-09-2022 at 07:29 AM.

  3. #3
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    My most recent AST concept from a few months ago that I’m a bigger fan of does a better job of resolving that issue. Without getting too knee deep in the semantics, half your cards are offense and the other half are defense. These are separate draws with independent GCD cooldowns. If you draw The Bole, for example, and have a mitigation buff to work with, playing it on someone does nothing immediately. Instead, it just sets The Bole on that person.

    Celestial Opposition is changed to trigger any of your 3 defensive cards on anyone within range of you upon use. Celestial Fate does the same for your offensive cards. Essentially, cards become about setting up your future buffs.

    The offense and defense cards are disconnected, all cards are DPS neutral on the GCD, Malefic spam is evicted from the premises, and AST players are free to maintain their offensive buffs without having to lose something more valuable or being forced to use them when they aren’t needed.

    On my phone so I couldn’t edit this last part into my other post.
    (2)