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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,399
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Zolvolt View Post
    I guess what I'd like to ask is what do you actually want from utility? Theres no TP anymore, cooldown reduction and haste mess up most other jobs' rotations. MP is not a helpful buff anymore. offensive buffs right now are limited to +damage, +crit +direct hit and thats really it. If we don't explore the mitigation/healing route for our buffs then theres nothing but stale dps buffs left.
    Offensive buffs can all provide damage, but the way they provide damage can be different. % up, crit rate and DHit rate are three ways, yes, but what about 'counterattack when struck'? How about 'autoattack speed vastly increased', for a haste effect that doesn't mess up rotations? What about 'attacks hit twice for X stacks'? If we stop thinking about the cards as all needing to be specifically '15s duration', and open up the possibility of having X stacks of something, a lot more variations on how to increase our damage become available to design around
    (2)

  2. #2
    Player
    SerMicha's Avatar
    Join Date
    Oct 2022
    Posts
    39
    Character
    Ser Micha
    World
    Malboro
    Main Class
    White Mage Lv 90
    I haven't re-looked at DT Ast since I watched the LL, but I'm really hoping they keep all 6 cards and have something like the following:

    Balance = X% Damage Increase
    Arrow = Y% Mitigation
    Spear = Z potency Heal


    Bole = X+2% Crit Chance Buff
    Ewer = Y% of max health Shield (stack with SCH/SGE obviously)
    Spire = Z+15% potency HOT

    It doesn't have to be exactly like that, but I think I would be more okay with the rework provided each hand you draw has the chance to be slightly different from the last. I could see a situation where one minute, you have Damage Card/Shield Card/HOT Card, and then next minute, you have Crit Card/Mit Card/Heal Card.

    My numbers are arbitrary, AST may have to give up CU for the mit cards, and I'm not going to go into detail about AOE vs Single Target cards. I just don't remember them going into too much detail about the rework in the LL so I'm holding hope that it's not just going to be a generic damage increase/generic mit/generic heal every single hand.
    (0)

  3. #3
    Player
    Zolvolt's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    498
    Character
    Zolmation Volt
    World
    Sargatanas
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by ForsakenRoe View Post
    Offensive buffs can all provide damage, but the way they provide damage can be different. % up, crit rate and DHit rate are three ways, yes, but what about 'counterattack when struck'? How about 'autoattack speed vastly increased', for a haste effect that doesn't mess up rotations? What about 'attacks hit twice for X stacks'? If we stop thinking about the cards as all needing to be specifically '15s duration', and open up the possibility of having X stacks of something, a lot more variations on how to increase our damage become available to design around
    I do like some of these ideas. Especially the counter attack and auto attack speed. I would worry about some jobs just 100% always being the right choice for some of these buffs, but not really something to worry about when just slinging ideas around, yeah?
    (0)