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  1. #1
    Player
    ASkellington's Avatar
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    Dec 2019
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    977
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100

    What Do We Want to See? - AST

    I don't normally start threads, but if the dev team is actually taking feedback like they say they do, may as well start this and pray for 8.0 (if anyone decides to stay at all).

    I'll go first:

    Card System:

    I want them to be diverse and I want to have our RNG. I do not want the seals system back. Divination should remain, but I want to think about the cards and how to use them effectively.

    I don't want them all to be damage. I don't want them all to be utility. I want for the damage cards to not be a flat increase and actually something that makes me pick which role it goes to and for the utility to have some impact and not be a useless heal or shield we don't need. A tall order to ask I'm sure but I'm asking anyway.

    I'd like to be able to Hold a card for future use if I don't need it now.

    GCD vs oGCD:

    I am firmly in the oGCD camp. I like AST having high APM. I don't think there's anything wrong with it. Controller's issues with targeting the party is a UI issue, not a class one. Make the changes there and not with the class.
    _____________________________________

    Healing:

    My wishful thought is for Nocturnal Sect to come back and AST can stance dance between the two as needed with parts of their kit changing under the differing sects. And while logically I know that would be a balancing nightmare, whimsy says screw logic and I'mma toss that idea out into the void anyway.

    I loved the idea of Celestial Intersection and Celestial Opposition flipping to regen and shields respectively and the appeal of a healer that can do that is always going to be there. You can even tie the card system to it where under one sect you draw only damage cards and the other only utility. I'd opt for Nocturnal to get the damage and Diurnal for utility but either way I think I'd like it.

    All that said, logic has returned and is going to beat fantasy into submission. Failing all that I would be more satisfied with a regen/delayed healer motif for AST. More abilities like Macrocosmos, Exaltation, Horoscope and Earthly Star and some abilities to manipulate them by either extending their duration or allowing them to be detonated early as our form of burst healing, removing the likes of Benefic 1/2 and Essential Dignity and having that be our healing gameplay.

    I am fully aware this will probably boost AST's skill floor. I personally have no problems with that.
    _____________________________________

    General Healer Complaints:
    • I'd like for us to have another attack that isn't tied to buffs/debuffs/healing/cards. The card mechanic, no matter what iteration isn't enough to make solo play enjoyable and I don't believe a class should only be fun in group play and no where else. Healers are going to have down time, even with a class that's as "busy" as AST. There's no reason for us to have a DoT and spam one button ad nauseum for most of a fight and the cards do not and have never broken that up since we just weave them inbetween casts.
    • Stop giving us unnecessary heals. I felt AST was pretty much complete at lv70 with all of its healing tools. Don't get me wrong I LOVE Exaltation and find it to be a more thematic Celestial Intersection. I love Macrocosmos even if it isn't a proper Rewind (I don't see that ever happening in this game, but if we could... ooh! please!). But we really didn't need any of it. In 90% of content they're sitting there dead unless I decide I want to be extra. Our GCDs that we started with are sitting there dead with the only time I ever press any of them is to activate Horoscope or when I'm in sub-80 content and don't have tonze of excess healing to burn because
    • The damage frequency in the game is too low and needs to be raised. We need less unavoidable damage. We need less damage that requires mitigation. We need more heal checks and not mitigation checks. We need more varied damage, said damage also needs to be threatening. We need damage to come more often. And for the love of the Twelve enough with body checks and one shots. MAKE ME USE THE STUPIDLY BIG HEALING KIT WE HAVE.
    • I want mp management. I don't see it happening but I want it.
    _____________________________________

    And finally... let's address 7.0.:

    Assuming we aren't going to see another card overhaul until 8.0
    • I want the "curative card" to be MP and not a heal. We have enough heals. Lady of Crowns still exists. At the very least if its an MP card I can give it to a caster/healer that just died, my PLD, my DRK or my BLM. It has more uses than a regen.
    • Reduce the timer from 60s to 30s. 60s is way too long to not use our main mechanic and most of us who play AST now can get all 4 cards out in about 15s.
    • PLEASE consider in post patches making this into Sleeve Draw and giving us back Draw every 15-20s with the same cards minus Lord/Lady (or giving it to us in Dawntrail at the start). I like the RNG and the differing effects, but I do understand the concerns of having dead cards with extended little use. I think that with tweaking we can have both (perhaps wishful thinking).

    UP THE DAMAGE.

    I'm sorry dev team, but it is very obvious you do not play healers in high end content. We are more than capable of handling more damage. Astrologian ALONE has 14 heals including Lady of Crowns and excluding 2 charges. Over half of which cost 0 mp. You're even giving us a 3rd unneeded charge for Essential Dignity.

    And make no mistake I don't mean make things hit harder. Make things hit MORE OFTEN. A raid wide every 60s means nothing when I have 4 heals available every 60s to handle it.

    Please remove this new attack from Divination and put it on a 20s recast timer.

    Alright, I've said my long winded peace. Do I believe the dev team will read it? Nah. At least its out there though.
    (15)
    Last edited by ASkellington; 05-19-2024 at 09:50 AM.
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  2. #2
    Player
    Kissune's Avatar
    Join Date
    Apr 2024
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    205
    Character
    Pathetic Loser
    World
    Coeurl
    Main Class
    Astrologian Lv 100
    I'm not in the camp of mixed util/dps cards but at the same time DPS cards need some sort of rework. I'd envision something along the theme of bard songs, with astrodyne reworked into a pure utility spell bc AST has never felt like a 'personal dps dealer' to me. Ideally, I'd like each draw to feel useful and not coming at the sacrifice of damage. If it were up to me I'd see two paths. Two seperate decks to draw from, one with a set of more varied DPS cards, and one with a set of pure utility cards with seperate charges or timers. Having random utility feels bad for me when it can't be relied on, and if it's sharing a space with DPS that always feels useful and satisfying to play. I like the class fantasy of someone who doesn't do much damage on their own, but gets to spread buffs around to make their DPS more useful, it's what pulled me to the class in 5.X/6.X. Or possibly a system where your deck has a flat number of draws before shuffling, with ways to adjust the order using tools to hold on to or destroy cards like sleeve draw and royal road. Ultimately speaking, I feel like mixed DPS/utility makes it so during prog you're going to be annoyed at drawing dps cards, and during anything else you're going to be annoyed at drawing utility cards. In current EW+ fight design they can't have a healer that has extremely inconcistent damage or utility. Minor arcana exemplified 10fold just fills me with a sense of dread hehe.

    I agree with OP on the healing aspect. AST has always been about its set up and release/instant weak payoff vs delayed strong payoff style of healing. Keep that, lean more into it, make it the core identity of the healing kit. Getting Noct Sect back seems like wishful feeling, but it was a very fun aspect of ShB I'll always look at fondly. I still have it on my hotbar, even.


    In response to OP's general healing points
    - I agree. The fast paced, high APM method of EW cards was a decent enough distraction to me to ignore just how boring general healing filler was, and now that it's being taken away it'll once more be glaringly obvious. And an extra dps button tied to divination is, I'm sorry, not a suitable upgrade.
    - Agreed, or if they are going to give us a bloated amount of healing tools... Make fights actually require it, even at easier difficulty levels. With all these mit changes, ST heal changes, and mit changes in 7.0 I better be seeing tanks and healers gasping for breath by the end of even a levelling dungeon. Otherwise I'm gonna keep asking... what was the point of all these tools? Giving AST 3 charges of ED, along with "cards" that also cure or mitigate... That seems a lot of junk for little need. I anticipate discarding most cards I draw or just using them for the sake of using it.
    - I'm very bored of mit checks. SCH/SGE felt like the most optimal comp in EW fights, and I anticipate more of that. If you're going to seperate the healers into pure and shield categories, the former sitting around and pressing one button every 30s compared to the latter having to actually manage CDs and mitigate every raidwide.
    - MP management would be nice, but tying it to an RNG card like OP wants just seems like a recipe in frustration. I'd tie it to a reworked astrodyne that forces you to choose between using dyne for MP management, a healing amp, or perhaps mobility. Something that isn't just 'press lucid on CD, press the DPS button to get mana', I'd like to see something akin to (old) scholar energy drain where gaining mana was at the cost of something else. I don't just wanna ED wholesale, that's SCH's thing, but the same philosophy would be there.

    I'd like, ultimately, cards to be about making sure the one you drew goes to the right place and the right person. Reading the fates to find the best use of it in the window you have it for. I understand the appeal of RNG cards, but the feeling of drawing something and just having to throw it away or sigh as you know drawing it means losing out on damage for that window in fights that are getting tighter and tighter dps checks that need to balanced for the lowest common denominator. I had enough of 'why are you playing AST here, isn't WHM better?' and I don't want to go back to it.

    EW/ShB cards were boring, but I felt like they worked. They do have room to grow, however. At the bare minimum they should be separated by 3 different types of DPS buffs, for melee and ranged. Crit up, DH up, and Flat% up. That's the minimum at least.

    Quote Originally Posted by Rithy255 View Post
    Here's the Astro that I would want personally. The goal would be to rework minor arcana into your "RNG non damage buff cards" While keeping the damage buff cards but changing some to crit chance ect. (I would like more interesting damage buffs like Haste but with how the game works currently that isn't possible).

    Draw CD: 30 (2 Stacks)
    Note: if card is used on the "wrong target" the effect(s) will be halved like current, Also "%" should be adjusted if too weak/strong, they should roughly be around each other.
    The Balance - 6% Damage to target if Melee/Tank | The Arrow 10% Crit buff to target if Melee/Tank | The Spear 18% DH buff to target if Melee/Tank
    The Spire - 6% Damage to target if Ranged/Healer | The Bole 10% Crit buff to target if Ranged/Healer | The Ewer 18% DH buff to target if Ranged/Healer

    Minor Arcana (Reworked) CD: 30s (2 Stacks)
    Minor Arcana now act as separate "non damage buff" cards for utility.
    Examples of Minor arcana cards would be, Regen/healing, Mitigation, barrier, movement speed. (more possible that i can't think of)

    Royal Road CD: 90s
    Changes the effect of your current drawn Minor Arcana card to be a AOE effect.

    Added actions: Play Arcana, Royal Road
    Removed actions: Astrodyne, Synastry, Undraw, Celestial Intersection.

    How to improve healing?
    1. Reduce tanks baseline defensive value, this doesn't mean remove Mitigation tools, just remove how much damage they can withstand in baseline, also up auto attacks.
    2. No AOE, Per enemy hit healing on tanks (looking at you warrior).
    3. Add more AOE Damage, even sometimes having aoe autos or debuffs that will require more healing resources

    This also has to bonus of making utility from non healers more impactful but doesn't overwrite the healers job.
    @Rithy255, This is exactly what I'd want! I like your version a lot more than my scattered collection of ideas. I'd also suggest DPS on single target dps (stuff like natural alignment) to be more common, to give them a reason to use their personals and us a reason to not just macro our ST top ups onto the two tanks :P
    (2)
    Last edited by Kissune; 05-19-2024 at 01:14 PM.

  3. #3
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,876
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kissune View Post
    @Rithy255, This is exactly what I'd want! I like your version a lot more than my scattered collection of ideas. I'd also suggest DPS on single target dps (stuff like natural alignment) to be more common, to give them a reason to use their personals and us a reason to not just macro our ST top ups onto the two tanks :P
    Ast is a role I think about too much T_T Glad you like it! I'm still iffy on Crit/Dh cards personally but the only other effect I could think of was haste (which has issues with current design) so i decided to forgo it, I think another Idea was one I had long ago which was healer/dps/tank card buffs instead of the ranged/melee split we currently have, But that would need more work imo x).

    This is more a rough idea of what I'd want, my main basis is that I'd want minor arcana to become our "utility rng" cards while having a ability (royal road lol) to make that said utility effect AOE ^^ I still need to think more of what the "ideal" astro could be too.

    Just glad you like it eitherway, I think the 7.0 rework misses what made astro interesting/unique in the first place :/ I come from a place of wanting both damage buff cards and utility cards but they should be split.
    (0)

  4. #4
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    977
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Kissune View Post
    I'm not in the camp of mixed util/dps cards but at the same time DPS cards need some sort of rework. I'd envision something along the theme of bard songs, with astrodyne reworked into a pure utility spell bc AST has never felt like a 'personal dps dealer' to me. Ideally, I'd like each draw to feel useful and not coming at the sacrifice of damage. If it were up to me I'd see two paths. Two seperate decks to draw from, one with a set of more varied DPS cards, and one with a set of pure utility cards with seperate charges or timers. Having random utility feels bad for me when it can't be relied on, and if it's sharing a space with DPS that always feels useful and satisfying to play. I like the class fantasy of someone who doesn't do much damage on their own, but gets to spread buffs around to make their DPS more useful, it's what pulled me to the class in 5.X/6.X. Or possibly a system where your deck has a flat number of draws before shuffling, with ways to adjust the order using tools to hold on to or destroy cards like sleeve draw and royal road. Ultimately speaking, I feel like mixed DPS/utility makes it so during prog you're going to be annoyed at drawing dps cards, and during anything else you're going to be annoyed at drawing utility cards. In current EW+ fight design they can't have a healer that has extremely inconcistent damage or utility. Minor arcana exemplified 10fold just fills me with a sense of dread hehe.
    I already mentioned for the Seals system to be the utility side for AST and that's what I was wanting when we got Astrodyne in EW and that what we SHOULD have gotten in Shb. After 2 expansions I don't want it anymore because its clear the dev team can't be bothered to do so. No seals system, no Astrodyne, no buffing Divination to being 4/5/6%. I want the cards themselves to have the effects.

    - MP management would be nice, but tying it to an RNG card like OP wants just seems like a recipe in frustration. I'd tie it to a reworked astrodyne that forces you to choose between using dyne for MP management, a healing amp, or perhaps mobility. Something that isn't just 'press lucid on CD, press the DPS button to get mana', I'd like to see something akin to (old) scholar energy drain where gaining mana was at the cost of something else. I don't just wanna ED wholesale, that's SCH's thing, but the same philosophy would be there.
    Ewer isn't supposed to be AST's way of managing MP. Its supposed to be there for the AST to give to the party and if the AST happens to need it themselves, they can have it. Gaining MP at the cost of something else wasn't my idea of MP management either. Its more to reward the AST for using their healing tools properly. In an ideal world our oGCDs would be on longer CDs for how powerful they are, and/or more limited, making us lean more on our GCD heals both to break up the single button DPS spam and actually use the mana we have. Good ASTs would save their stronger oGCD heals when needed so they wouldn't have to spam their GCDs... but the chances of a less skilled AST (or any healer for that matter) going OOM is high... which is why I say I don't see it happening. Getting it back isn't gonna make or break healer for me as long as I have something else to occupy me. I have other hills to die on over whether or not things like MP/TP should make a return.


    EW/ShB cards were boring, but I felt like they worked. They do have room to grow, however. At the bare minimum they should be separated by 3 different types of DPS buffs, for melee and ranged. Crit up, DH up, and Flat% up. That's the minimum at least.
    I didn't even feel like they worked. They relied too heavily upon knowing the rotation of other classes, which they ended up standardizing anyway so what was the point there, in a game where its not immediately clear for some classes WHERE EXACTLY they are in their rotation. As you said, they should have been 3 different types of DPS (no to Flat % damage btw; Divination can have that) at least and the seals system should have been where our utility went, but noooo.

    Ultimately what I want out of a diverse card set is for cards to be worthwhile to be placed on classes OTHER than DPS. An increase on DPS for tank/healer is lackluster by comparison to an actual dps class in pretty much every senario.

    Quote Originally Posted by Rithy255 View Post
    Draw CD: 30 (2 Stacks)
    Note: if card is used on the "wrong target" the effect(s) will be halved like current, Also "%" should be adjusted if too weak/strong, they should roughly be around each other.
    The Balance - 6% Damage to target if Melee/Tank | The Arrow 10% Crit buff to target if Melee/Tank | The Spear 18% DH buff to target if Melee/Tank
    The Spire - 6% Damage to target if Ranged/Healer | The Bole 10% Crit buff to target if Ranged/Healer | The Ewer 18% DH buff to target if Ranged/Healer

    Minor Arcana (Reworked) CD: 30s (2 Stacks)
    Minor Arcana now act as separate "non damage buff" cards for utility.
    Examples of Minor arcana cards would be, Regen/healing, Mitigation, barrier, movement speed. (more possible that i can't think of)
    I feel like it'd just be better if Balance/Arrow/Spear were damage, Spire/Bole/Ewer were utility and the latter 3 replaced Minor Arcana here instead. 3 cards for damage to be placed on whomever, 3 cards for utility to be placed on whomever with separate draws for each of them.

    Quote Originally Posted by ty_taurus View Post
    1. There are two "Draw" actions, one that draws your offensive cards while the other draws your utility cards. Both have a 60 second cooldown that is not shared. Utility card usage does not come at the cost of offensive cards.
    Kinda like that. Perhaps I'm too picky.

    Either way both are leagues better than what we're getting.

    Quote Originally Posted by Rein_eon_Osborne View Post
    I have listed mine in one of previous healer megathread, so I'm just gonna copy paste them over with few changes here and there:
    There... is a lot to unpack here I ain gonna lie. Some of the chances I like (good BYE Neutral; come back home Noct) and others are... ones I'm not too excited about. Either way its an improvement over DT and EW. I'll take it.
    (0)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  5. #5
    Player
    Rein_eon_Osborne's Avatar
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    Jun 2020
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    Shadowflare - Ward Miasma II, Plot Broil IV
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    3,891
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by ASkellington View Post
    [...]There... is a lot to unpack here I ain gonna lie. Some of the chances I like (good BYE Neutral; come back home Noct) and others are... ones I'm not too excited about. Either way its an improvement over DT and EW. I'll take it.
    Oh I admit they're pretty unpolished in general as they were initially conceived from a "I enjoyed ShB AST but it wasn't really my main"-lens. I also didn't cared much about card balances because that never really struck to me as game breaking outside being able to AoE-fy cards (hence the tweak to Royal Road).

    Could do better... but the DT change is just around the corner at this point I don't see much reason to tap any of my healer sloppy theorycraft until the new tooltip comes out then back to roasting we go lmao.
    (0)

  6. #6
    Player
    Kissune's Avatar
    Join Date
    Apr 2024
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    205
    Character
    Pathetic Loser
    World
    Coeurl
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ASkellington View Post
    I already mentioned for the Seals system to be the utility side for AST and that's what I was wanting when we got Astrodyne in EW and that what we SHOULD have gotten in Shb. After 2 expansions I don't want it anymore because its clear the dev team can't be bothered to do so. No seals system, no Astrodyne, no buffing Divination to being 4/5/6%. I want the cards themselves to have the effects.

    Ewer isn't supposed to be AST's way of managing MP. Its supposed to be there for the AST to give to the party and if the AST happens to need it themselves, they can have it. Gaining MP at the cost of something else wasn't my idea of MP management either. Its more to reward the AST for using their healing tools properly. In an ideal world our oGCDs would be on longer CDs for how powerful they are, and/or more limited, making us lean more on our GCD heals both to break up the single button DPS spam and actually use the mana we have. Good ASTs would save their stronger oGCD heals when needed so they wouldn't have to spam their GCDs... but the chances of a less skilled AST (or any healer for that matter) going OOM is high... which is why I say I don't see it happening. Getting it back isn't gonna make or break healer for me as long as I have something else to occupy me. I have other hills to die on over whether or not things like MP/TP should make a return.
    Give to the party to do... what? It's only useful for being a DPS gain on DRK/BLM or restoring mana to a caster after a death, since each class needs to be able to stand on its own mana economy as if an AST isn't in the party (or if it is, it could just have really bad luck). Back in the days of miasma 2 and every class using resource it might have mattered more but like, having an AST card that has a use case that is extremely niche (yes yes rez mage could use it but it's extremely rare for A. A red mage to rez more than 4 in a row. B. The AST also being alive.) for only 3 of the 20+ classes in the game is... pretty bad design, I'm afraid.

    Like I might be fixating on the mana card being bad but it's like... kinda a statement on why I dislike ALL utility cards. But inspiring a debate over it is pointless, since you've said 'I'd take it or leave it' anyways, so w/e.

    I didn't even feel like they worked. They relied too heavily upon knowing the rotation of other classes, which they ended up standardizing anyway so what was the point there, in a game where its not immediately clear for some classes WHERE EXACTLY they are in their rotation. As you said, they should have been 3 different types of DPS (no to Flat % damage btw; Divination can have that) at least and the seals system should have been where our utility went, but noooo.
    I'd argue knowing how other classes work has always been an important element of skill expression in the job, since the early days. Just bc it became more of a focus point in ShB/EW doesn't mean it was a new feature. And idk. I never had an issue telling when people bursted, but that's just me. I think a flat% dps buff is fine, but we're clearly not gonna agree on that :P I think there's room for jobs to have two sources of the same buff (bard, for example) and AST is no exception.

    Ultimately what I want out of a diverse card set is for cards to be worthwhile to be placed on classes OTHER than DPS. An increase on DPS for tank/healer is lackluster by comparison to an actual dps class in pretty much every senario.
    Unfortunately, the problem is that putting damage on DPS dealers is always going to be more useful than mit/healing on tanks, a heal amp buff on healers, or a mana restore on anyone that isn't a DRK or BLM or whatever utility thing you can think of. Bc at the end of the day damage is the only thing that isn't situational. Doing more damage is always an impactful positive, no matter what, which makes it a card that never feels 'bad' to play (by bad I mean, playing something that doesn't actually do anything to complete the fight). Unless you're gunning for a weird killtime for parses but that's so niche it's irrelevant. As much as I can appreciate the idea of wanting unique effects and using cards on not damage dealers it's always going to come down to a roll of the dice that is either a dps card or an opportunity cost. Unreliable mit/healing is pointless, unreliable buffs are pointless, and a mana restore is so situational bc it's either a dps gain or its giving to a healer/caster who just died, which like... is super niche. I don't want a bloated kit full of super niche abilities that I'm just going to end up not using 90% of the time bc I either don't need them period, or if there was a situation where they would be nice to have I just play around not using them at all.

    My ideal would be a system that allows for RNG damage and RNG utility but to not let them conflict with eachother. Bc otherwise one is always gonna win out in terms of usefulness and satisfaction, and it ain't gonna be healing buttons that only feel useful 1/10th of the time.
    (2)
    Last edited by Kissune; 05-22-2024 at 02:04 PM.
    I gave AST a shot, and it's still miserable to play, even to think about. Worst iteration by far. Praying for 8.0, I guess...

  7. #7
    Player
    Rithy255's Avatar
    Join Date
    May 2022
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    1,876
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Here's the Astro that I would want personally. The goal would be to rework minor arcana into your "RNG non damage buff cards" While keeping the damage buff cards but changing some to crit chance ect. (I would like more interesting damage buffs like Haste but with how the game works currently that isn't possible).

    Draw CD: 30 (2 Stacks)
    Note: if card is used on the "wrong target" the effect(s) will be halved like current, Also "%" should be adjusted if too weak/strong, they should roughly be around each other.
    The Balance - 6% Damage to target if Melee/Tank | The Arrow 10% Crit buff to target if Melee/Tank | The Spear 18% DH buff to target if Melee/Tank
    The Spire - 6% Damage to target if Ranged/Healer | The Bole 10% Crit buff to target if Ranged/Healer | The Ewer 18% DH buff to target if Ranged/Healer

    Minor Arcana (Reworked) CD: 30s (2 Stacks)
    Minor Arcana now act as separate "non damage buff" cards for utility.
    Examples of Minor arcana cards would be, Regen/healing, Mitigation, barrier, movement speed. (more possible that i can't think of)

    Royal Road CD: 90s
    Changes the effect of your current drawn Minor Arcana card to be a AOE effect.

    Added actions: Play Arcana, Royal Road
    Removed actions: Astrodyne, Synastry, Undraw, Celestial Intersection.

    How to improve healing?
    1. Reduce tanks baseline defensive value, this doesn't mean remove Mitigation tools, just remove how much damage they can withstand in baseline, also up auto attacks.
    2. No AOE, Per enemy hit healing on tanks (looking at you warrior).
    3. Add more AOE Damage, even sometimes having aoe autos or debuffs that will require more healing resources

    This also has to bonus of making utility from non healers more impactful but doesn't overwrite the healers job.
    (3)

  8. #8
    Player
    KanataNanaya's Avatar
    Join Date
    Oct 2016
    Posts
    47
    Character
    Kanata Nanaya
    World
    Tonberry
    Main Class
    Astrologian Lv 90
    I want the 6 cards be in a deck, you can't draw the same card unless you spent the whole deck. so no more fishing, you still have to throw the card you randomly get as you see fit. bring back one Hold slot so if you wanna time the Attack buff at precise timing, you can.
    as a lvl 100/110 skill you can have a big burst of DPS or buff once you spent the whole deck.
    (0)

  9. #9
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I'll share my current train of thought on card effects that I posted in the other thread. For some of these, I'm listing an effect I'm leaning toward, but some of them I'm still a little iffy on.

    Balance: 6% damage increase
    Arrow: 9% critical hit rate increase
    Spire: 12% critical damage increase

    Bole: 15% damage reduction
    Spear: Receives 30% HP restoration from single target healing actions (Synastry is removed)
    Ewer: Discipline of Magic - 60 potency MP regeneration; Discipline of War - 120 potency HP regeneration

    I would swap Spear and Spire to be like how it was before, but I'm going of the trailer placing Spear with the utility cards for some reason. Feel free to swap the names of those to what you prefer. With this setup, I don't actually dislike this new concept of drawing three cards into your hand, but I'd make a few caveats:

    1. There are two "Draw" actions, one that draws your offensive cards while the other draws your utility cards. Both have a 60 second cooldown that is not shared. Utility card usage does not come at the cost of offensive cards.
    2. You must play the cards in the order they are drawn. This brings back some of that RNG element as now you have to use them in a specific order. We could have Redraw in this concept that shoves the foremost card in your hand to the back and pushes the other two forward (or less if you use it mid-way through). But I also was pondering the idea of a point-blank AOE attack that is slightly weaker than Malefic, but does the card reordering for you. If that were the case, a part of your damage rotation would be using your attack to reorder your utility cards most likely. The attack is point-blank so it can be used even when there is no target.
    3. Celestial Opposition is reworked to spread a Bole/Spear/Ewer you placed on yourself to the rest of the party as well as stuns enemies, inspired by how it functioned before Shadowbringers. Celestial Intersection works sort of like Synastry in the sense that it causes the target to also receive a card effect that you place on another party member. This can be done with any card. Both have a 120 second cooldown.
    (5)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  10. #10
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,891
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    I have listed mine in one of previous healer megathread, so I'm just gonna copy paste them over with few changes here and there:
    1. Nocturnal Sect makes a return: this brings back all the axed nocturnal effect from many of AST's kits. Swapping sects in combat becomes possible, albeit with incurred adverse effect when done manually. Exactly what adverse effect is still not yet decided but it'll most likely be increased MP expenditure and slow effect temporarily.
    2. Benefic I upgrades into Benefic II. Potency is reduced to 600 per shot.
    3. Removal of Astrodyne, Celestial Intersection, Minor Arcana, Neutral Sect, and (lol) Undraw.
    4. Essential Dignity potency now scales between 250p to 1300p. Minimum threshold remains at 30% target's health.
    5. Draw loses their charges. Recast is knocked down to 20s. MP restoration is bumped to 6% per draw. All cards gives 4% damage with a secondary effect (potencies are mostly for placeholder) for the same duration:
      1. Balance = increases physical damage by 10%.
      2. Spear = guarantees critical direct hit on all AAs.
      3. Arrow = haste+20% and movement speed up (peloton speed).
      4. Spire = increases magical damage by 10%.
      5. Ewer = MP Regen (total 2500 MP) and reduce MP cost by 35%.
      6. Bole = damage taken reduced by 10% & reflect 50% damage taken back at their attacker.
      Additionally, you CANNOT hold these cards indefinitely. They're gone after 18s.
    6. Playing card for yourself restores an additional 6% MP, grants 10% haste for same duration, and deals damage to surrounding enemies in 10y radius ala today's Lord of Crown but at random potency of damage ranging from 100p to 300p.
    7. Royal Road makes a return with slightly tweaked conditions:
      Royal Road
      Consumes currently drawn arcanum to empower the next card play.
      Consuming Balance, Spear, or Arrow increases the potency of next card played by 50%.
      Consuming Bole, Ewer, or Spire doubles the next card's duration.
    8. Three charges of Redraws makes a return. The recast for these charges are now 20s.
    9. Earthly Star's radius increase is now locked behind tiered phases. First 10s it remains as the old 8y Stellar Burst. At 11s to 19s, the radius grows to 12y. If it detonates on its own at 20s, it grows up to 20y radius. Potency remains as it is today.
    10. Exaltation learning level is lowered. Exact level is not quite known but preferrably anywhere from lv56 to 68. Gains 2nd charge at lv86. Their effect is also slightly altered:
      Exaltation (Cooldown: 60s | Charges: 2 | 30y)
      Reduces damage taken by 10% & grants "Exalted Detriment" to self or target.
      Exalted Detriment: Upon expiration, restores target's HP, cleanses one random detrimental status effect, and deals splash damage to surrounding 5y enemies with potency equals to 40% of total compiled damage taken by target when the effect expires. Total damage reflected cannot exceed target ally's max HP.
      Duration: 12s
      Cure Potency: 400
    11. Celestial Opposition now retains a semblance of its HW iteration's effect plus its Diurnal/Nocturnal effects. But with some addition that will look like this:
      Celestial Opposition (Cooldown: 60s) - 15y◯
      Restores own and nearby ally's HP depending currently active sect, stuns nearby enemies, and extends all beneficial effect granted by self by 6s. Upon usage, swaps sect without incurring adverse effect.
      Stun: 6s
      Diurnal Sect: Restores own and nearby ally's HP with a potency of 150 & grants regen with potency of 80.
      Duration: 15s
      Nocturnal Sect: Restores own and nearby ally's HP with a potency of 150 & erects barrier that nullifies incoming damage with a cure potency of 350.
      Duration: 20s
    12. Macrocosmos potency and MP cost is increased. The exact number of potency hasn't been decided yet, but MP cost would be anywhere above 2,000 MP & the potency will be a considerable gain over Fall Malefic in ST.
    (0)

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