Anecdotal, I was doing some TOP PF earlier. We were waiting for just one healer for well over an hour at one point. When I looked in PF, most other PFs for TOP also were missing healers. We eventually filled with a SCH, resulting in us going double-shield. It was crazy how comfy any 'you need Mitigation here' mechanics were (eg Hello World). Nice 'Pure/Barrier Split' you got there, SE.
The potential upside of this is that, due to stuff being moved to 'stacks' rather than 'durations', SkillSpeed might be more useful for a MNK now (and I mean all-in on SKS, not just 'meld 800 for the exact correct GCD speed')
It's crazy to me, because we already had RNG mitigation in AST. On launch, Redraw was called Shuffle, and you'd be able to redraw the card you're trying to get rid of. Now (and for a long-ass time tbh), you cannot redraw the same card you are throwing out. Additionally, a more recent update for Redraw means that you cannot draw a card that has the same Seal as the one you're throwing out. So if you play a Lunar card (Ewer/Arrow), and draw another Ewer/Arrow next, when you Redraw it can't give you a Ewer or Arrow, only one of the other 4.
There's a big difference in how it 'feels' as a player to interact with a system that has RNG in it, depending on whether the RNG is 'mitigated' (as above) or 'removed' (as with DT). When RNG has mitigation methods like the Redraw changes, it's still possible to 'fail' (eg you have Lunar/Solar seals, you redraw a Lunar card, you get given a Solar card), it feels 'good' to get the 'right' result (following from previous example, when you draw Celestial card and complete the set of 3 Seals). When the RNG is removed entirely, for some players it doesn't feel as good, because it's all 'on rails'. You cannot get a 'wrong result', and by extension, you cannot get a 'correct result'. You only get
'the result', as mandated by the devs. It's the same reason some people dislike auto-crit SAM and miss Kaiten: when the big hit is guaranteed, it doesn't feel as good. But when you can influence that big hit's chanceto be big, or it's bigness (Kaiten being +50% damage), and you see it be big as a result of your actions, then you get the 'I did X cause, resulted in Y effect' dopamine.
Last edited by ForsakenRoe; 05-30-2024 at 12:46 PM.
Tho the dev said they’re not going to limit anyone’s play style, in reality, we all know that there’ll always be some “strategies” developed by players. Generally, the place of D1 would be designed to have less workload and be assigned to a high-dps job (e.g. SAM).
Of course the strategies aren’t sth you must follow and you may just find another possible way to go with. But when it comes to a “general” situation, it’ll always be good for all to at least have some basic ideas of what would other players practice.
Unfortunately, these strategic things (including jobs’ dps rotation) have no “model answer” by the dev, which might cause the gap among players in terms of play skill.
So just recap my response to this:
//Rather than completely overhauling the job for new players, the most important point is to find ways to narrow the gap between "new players/casual players" and "existing players/hardcore players". //
Set some official guides for the jobs might be a possible attempt to help players be familiar with jobs’ rotation and content battle.
This is only an example that I came up with at the moment. I’m not asking the dev to follow this but they always have their capability and obligation to do more in all aspects of the game.
JP uses D1-4, but they acknowledge that D1/2 is usually Melee and D3/4 Ranged, an unspoken rule of sorts
I guess they don't really distinguish between DPS as much as we do, a DPS is a DPS to them, but we categorize them more
It was boring for sure, but once you put DT card into realistic situation, you went from 6 balance to 2 balance and 4 duds.
Up to extreme trials, i don't think you can ever use all of your healing tools, ever. especially when there's a 2nd healer with you.
From Savage and up, you might get uses out of it for prog when people make too much mistakes, but even then, in most cases, you dont. because too much mistakes means wipe anyway. no amount of 10% mit or 1000 potency insta heal gonna cover all of that.
I loved Boles, ewer and Spire back in the day, they were duds but they have their uses, and if you dont need it you can still change it to something else, like royal road or raw damage.
Now? I bet you can safely remove the MIT/Heal cards play buttons from your keyboard and do everything on par with top players doing other jobs.
because like it or not, throwing a card out is still one animation, GCD or oGCD. you are still losing a malefic. Overheal/mit is still a bad thing to do.'
edit: tbh though? Except the "half of your unique kit is useless" part? assuming potency is on par:
DT card = 2 balance every 120s is kindda better than 1 balance every 30s. because they are both boring as hell. DT is just less often than the EW cards.
Last edited by KanataNanaya; 05-31-2024 at 03:06 AM.
I think I've said this before, but I'll say it again since someone quoted you above:
It's surface level flavour, nothing more. Thematically, having cards which provide different types of utility sounds cool on paper but is practically redundant and bad design. Let's assume that each card is either: Increases damage dealt by X (offensive), reduces damage taken by X (defensive), and restores HP of target by X (curative). First off, the offensive card will always be used regardless of the content, killing stuff quicker is always a good thing.
For casual content, a mitigation or curative card will barely see any use. The difficulty of MSQ-related content is deliberately kept low so people can progress the story. Go do any dungeon in the game right now. Unless you're failing mechanics, or your party is new to the game or incredibly bad (e.g tanks who don't press a single mitigation) you barely have to heal or mitigate anything. Tanks are getting buffed even more in DT for their personal mitigation which compounds this.
In extremes, savages, or ultimates, any type of tank buster or tank-related mechanic is often dealt with immediately with invulns. Some content has multiple where a mitigation tool can be useful, sure, but it's not every minute. As for the single target curative card, it will also be scarce in its usage given how if a player makes a mistake it will often lead to an immediate death or party wipe (i.e body checks), or a potential wipe down the line (e.g damage down debuffs into an enrage). The only time you genuinely single target heal is if the tanks just took TB's and didn't invuln it, which again, isn't every minute.
There's also the issue of AST's current tool kit. Going into DT, we will have 3 stacks of ED, 2 stacks of CI, and Exaltation ALONG with these tools. That's ridiculous. I already do not use what we currently have on cooldown. This isn't even factoring in your co-healer (SGE/SCH), who have their own mitigations and single target tools to heal as well. If the new cards end up becoming your strongest single target mitigation or healing tools, then sure, they'll be your first use buttons when those situations do inevitably arise once in a while, but then it just means ED or Exaltation/CI become less used, and effectively just sit on the hotbar gathering dust. If DT delivers content which really needs 4 single target mitigation and 4 single target healing buttons every minute then just give me a 4 stacks of ED and a second stack of Exaltation and be done with it?
I could rant all day, but you get the point. These new cards won't be used every minute, and don't serve a purpose which the current toolkit cannot do already. It's a downgrade in every way.
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