Every WHM:
Soon(tm).Sage will get "Lobotomy" - makes you forget the decline of FFXIV /s
To answer both of you, my original intent was that it would disable anything that wasn't a "pet action" according to the Job Guide. I guess, as a bonus, attributing to Squeen's famous short-sightedness with SCH, we could make an exception and allow Dissipation to be used during that time, but it would not end the 30 second "buff." We'll call that skill "Frolic" since that's basically what you will be doing for those 30 seconds.I read it as 'Ability' type skills, ie, no SCH-based OGCDs, so no Indom, Soil, Protraction, etc, which would be rough to work around, as Eos alone isn't gonna keep up even with 30% boosted healing
If it works like as you said though, that'd mean that it's every non-fairy skill regardless of it's weaponskill/spell/ability flags, in which case, no Broil for 30s? lol
I think they might just delete AST cards and say "We couldn't really think of anything to do with them so we just got rid of them". They will not however go back and change any of the lore or job quests because whatever it's a healer no one on the team cares.
Honestly I believe the cards are getting removed too. They are just way to much trouble to balance.
I don't see them removing cards. It's the core identity of the class, it's on the job's artwork and is a prominent piece of the weapon. If they remove them, there would be outcry bigger than BowMage, I think. If they say they cannot balance them, then it's time to hire someone who can. It'd also be a massive kick in the nethers to everyone who loved old AST, who was told that we have to 'put up and shut up' and accept the 'all cards are the same damage buff' design because 'this way it can be balanced properly', if THIS can't be balanced either, then give us back the fun version. If we're not getting balance either way, we might as well at least have fun with it right?
If I, a random idiot ranting on a forum for a 10 year old MMO, can manage to get the card effects to be unique in nature AND roughly on par with each other in terms of projected damage contribution, then Multidollar Company sure as hell can. They should try announcing such a change at FanFest. I'm sure everyone will be thrilled to hear the news
The idea that they further homogenised the boring ShB classes into the EW classes for the sake of balance and the balance is still terrible is a serious problem with modern jobsI don't see them removing cards. It's the core identity of the class, it's on the job's artwork and is a prominent piece of the weapon. If they remove them, there would be outcry bigger than BowMage, I think. If they say they cannot balance them, then it's time to hire someone who can. It'd also be a massive kick in the nethers to everyone who loved old AST, who was told that we have to 'put up and shut up' and accept the 'all cards are the same damage buff' design because 'this way it can be balanced properly', if THIS can't be balanced either, then give us back the fun version. If we're not getting balance either way, we might as well at least have fun with it right?
If I, a random idiot ranting on a forum for a 10 year old MMO, can manage to get the card effects to be unique in nature AND roughly on par with each other in terms of projected damage contribution, then Multidollar Company sure as hell can. They should try announcing such a change at FanFest. I'm sure everyone will be thrilled to hear the news
They makes them more boring to make them easier to balance then they still can’t balance them
If you can’t balance them at least admit it and give us back the fun classes, nobody likes homogenised classes that also aren’t balanced
I thought of a way to make the card system extremely boring and also extremely rigid in the 2 minute meta, which makes it a very likely thing that they'd do.
New Actions
Play Arcanum - 30s CD:
Increases damage dealt by self and nearby party members within 30y by 2%. Grants self a Solar, Lunar or Celestial Sign. Will not grant repeat signs. When 3 signs are collected, grants "Divination Ready" and action changes into Divination. (All signs are filled when entering an instance and when a fight resets) (Shares a recast timer with Divination)
Changed Actions
Divination:
Increases damage dealt by self and nearby party members within 30y by 6%. (Action cannot be assigned to the hotbar) (Shares a recast timer with Play Arcanum)
[This is a joke, don't send me hate mail.]
I feel like it's less that balance is terrible by any consistent numeric standard of deviation... so much as that we've gotten more picky for good reasons.
That is, because the value a job brings has been pruned away to be increasingly represented by just a graph or two regardless of the fight and job mastery has been simplified enough that one can readily expect a decent player on Job A to just swap to Job B if the latter were better for a given fight, it's only natural that even a very small throughput disparity overall would be seen as a reasonable enough indicator of likely performance that party leaders may try to up their chances of success by pruning jobs with lower ceilings or lower throughput-per-effort-put-in (as perceived by the average player and/or shown through percentile gaps, etc.).
There are exceptions to this, of course, but they follow similar trends: Difficulty, outside of perhaps BLM, is not sufficiently rewarded and the devs seem t(r)end towards reducing contextuality and thereby avoid any sort of variable difficulties they might otherwise have to compensate for (see ever-increasing simplification of job gameplay, obese boss hitboxes, etc.).
While that tightens ease of balance between fights on paper, those same changes can often, as a side-effect, reduce the tolerance players have for imbalances, making a 2% rDPS+aDPS disparity, for example, as big a deal now as a 5% disparity may have been in the past, since no job can bring any significant value not seemingly accounted for in those metrics.
I’ll pay that as a better explanation of the point I was going forI feel like it's less that balance is terrible by any consistent numeric standard of deviation... so much as that we've gotten more picky for good reasons.
That is, because the value a job brings has been pruned away to be increasingly represented by just a graph or two regardless of the fight and job mastery has been simplified enough that one can readily expect a decent player on Job A to just swap to Job B if the latter were better for a given fight, it's only natural that even a very small throughput disparity overall would be seen as a reasonable enough indicator of likely performance that party leaders may try to up their chances of success by pruning jobs with lower ceilings or lower throughput-per-effort-put-in (as perceived by the average player and/or shown through percentile gaps, etc.).
There are exceptions to this, of course, but they follow similar trends: Difficulty, outside of perhaps BLM, is not sufficiently rewarded and the devs seem t(r)end towards reducing contextuality and thereby avoid any sort of variable difficulties they might otherwise have to compensate for (see ever-increasing simplification of job gameplay, obese boss hitboxes, etc.).
While that tightens ease of balance between fights on paper, those same changes can often, as a side-effect, reduce the tolerance players have for imbalances, making a 2% rDPS+aDPS disparity, for example, as big a deal now as a 5% disparity may have been in the past, since no job can bring any significant value not seemingly accounted for in those metrics.
Outside of P8 who actually had balance problems we now just notice smaller balance differences more because nobody has anything to compensate for being weaker on the rDPS front
Regardless it’s still a problem: outside of actual limited cases (2.0 WAR and 3.0 PLD/AST come to mind immediately) there is legit arguments to be made that the tighter (on average) balance isn’t worth every class playing exactly the same as each other even if it theoretically makes Balance easier (though they have got to fix how bad crit variance has gotten this expansion)
Predications?
More useless healing skills, Likely remove Dots, remove astro Cards fully or make them heal or something boring, Even less outgoing damage to be more new player friendly.
Hopes? dreams?
Cut down on healing spells, Some Extra Damage spells (nothing like a full rotation or anything, as id want them to lean on more damage outgoing then turning healers into green dps, but some extra dps complexity is nice), Astro cards not reverted but made more interesting, More outgoing damage to compensate for the 6.0 major tank buffs + Bonus Nerf Warriors AOE self healing in casual content, should be single target like paladins self healing spells.
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