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  1. #1
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rithy255 View Post
    Ast cards shouldn't *just* be flat damage numbers depending on range or melee jobs.

    I can see two approaches to "cards" one would be to give out Crit, Skill/spell and damage (not MP) which obviously skill/speed speed buffs don't work instead of how burst functions right now and it's currently really bad for certain jobs which can make them out of synch, so to a degree I'd be more apprehensive about that sort of "buff"

    You could make cards based on Job categories (MDPS, Tanks, RDPS, CasterDPS, Healer, given that healer and tanks would likely have a stronger buff on that particular card for example), so that who you give the "right card" is a bit more strict then just handing it off to the highest phys or ranged dps. Maybe that's a bad idea for high end astro's I don't know I'm no expert on the job so forgive me lol.

    To be fair I'm not a big astro player currently (or healer in general anymore), But I think the current card system could be slightly more interesting, I think I didn't state my point properly though "more interesting cards" is a weak argument on why astro shouldn't get much in terms of dps rotation, I simply think that the job is already busy enough in terms of how the card "mini game" works out to be at least to me astro doesn't really need any more damage buttons, I'd also like their barrier sect back personally as it being took out for the "barrier/pure" healer split is kind of just meh...

    I likely should have explained that I don't even think current astro needs more damage buttons, as cards are already give astro somewhat of a unique feel (to me) and that I'd like to see more card diveristy, but maybe that just isn't realistic in current design

    I like the idea of "cards based on Jobs":

    (BLUE card) Tank: gives MID + 6%dmg
    (GREEN card)Heal: give MP recovery + 6%dmg
    (RED card) DPS: Crit 5% + 6% dmg ( goes for both melee/ranged)

    Then we rework [Minor Arcana] into a card deck too!
    they will be AOE cards, play likes it does now..but will give AOE buff instead of dps/heal.
    (Our Lord card can be changed to a dps button , not to lose that dps option ).

    Buff like:
    inc healing taken by x%.
    Reduce damage taken by x%
    maybe also movement speed buff..


    Something need to be done with Astrodyne.
    it the sole reason why astro opener/burst is so busy-
    (3)
    SCH/AST/DNC/VPR/SMN

  2. #2
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,002
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Zeastria View Post
    I like the idea of "cards based on Jobs":

    (BLUE card) Tank: gives MID + 6%dmg
    (GREEN card)Heal: give MP recovery + 6%dmg
    (RED card) DPS: Crit 5% + 6% dmg ( goes for both melee/ranged)

    Then we rework [Minor Arcana] into a card deck too!
    they will be AOE cards, play likes it does now..but will give AOE buff instead of dps/heal.
    (Our Lord card can be changed to a dps button , not to lose that dps option ).

    Buff like:
    inc healing taken by x%.
    Reduce damage taken by x%
    maybe also movement speed buff..


    Something need to be done with Astrodyne.
    it the sole reason why astro opener/burst is so busy-
    I really agree with the Minor Arcana changes the current version just feels... frustrating? all you ever want is the damage card, I really like your changes of splitting it, That's the kind of astro changes that I'd want to see personally, I think movement speed would be nice to see on more jobs (obviously scholar's might feel a bit annoyed), But they could really get creative in what it can do other then just "useless heal and hope you get the dps card" (for the most part).

    I'm really hoping SE gets the astro rework right, having Minor Arcana being more interesting might actually be the right way to go about keeping astros "support cards" intact without stepping on their dps buff cards.
    (2)