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  1. #1
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Sylvain View Post
    snip
    I wasn't pointing out to that idea specifically but the realization of the fact that cards are 100% worthless for non-dps players, whereas at least with the old system anyone could benefit from them, as niche as some could be. Now I'm not saying the old cards were without flaws either, but it just felt more...diverse/fair? if that makes sense.

    I guess all it boils down to is that AST's very identity goes against the game's format /shrug
    (3)
    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.

  2. #2
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Allegor View Post
    I wasn't pointing out to that idea specifically but the realization of the fact that cards are 100% worthless for non-dps players, whereas at least with the old system anyone could benefit from them, as niche as some could be. Now I'm not saying the old cards were without flaws either, but it just felt more...diverse/fair? if that makes sense.

    I guess all it boils down to is that AST's very identity goes against the game's format /shrug
    It did feel diverse, for sure. I can't deny that.

    But your last sentence encapsulate my long post, its identity goes against the current game (raiding) format...

    Perhaps a semi RNG system where you get, 1 DPS card, one tanking card and one supportive card would just be the good middle ground.
    Such as, you draw 3 cards, each symbole having two possibilities. And redraw makes you just move to the next card (like egi summon let say) so that you can choose which card to use with only 2 button, draw/play and redraw (or "swap")

    Something like a 110s CD

    Sun (DPS)
    Balance : Increase Damage by 10% for 20s
    Bole : Increase crit chance on your next 3 skill by 50%

    Moon (defense)
    Ewer : Increase party healing receive by 15% for 15s
    Arrow : Reduce party damage taken by 10% for 15s

    celestial (support)
    Spear : Party members move faster for 10s
    Spire : Targeted party member next 5 cast are instant.

    Let say those are the buffs you get once every 110s. (Always starting on the DPS for comfort during opener)
    You do get a DPS card no matter what, but its optimal target isn't the same every time.
    You get a mitigation/healing buff, which means you can plan around both.
    And you get a utility spell that can either be useless or just make a specific mechanic more comfortable. For instance, on TOP, there are quite a few places where either faster movement or instant cast would prove useful, like Pantocrator. It isn't mandatory, but there are often a few places where you're like "I definitely wouldn't mind extra comfort here".

    I feel something like this would be a fair middle ground between what we currently have and what the old system was.
    (1)
    Last edited by Sylvain; 04-24-2024 at 04:49 PM.