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  1. #1
    Player
    Kamishawe's Avatar
    Join Date
    Aug 2021
    Location
    The Source, Etheirys
    Posts
    18
    Character
    Kami Shawe
    World
    Zalera
    Main Class
    Astrologian Lv 90

    Boiled Down, w/o everyone's additional interpretation, this is DT Astro.

    As Verbally or Powerpoint Stated:
    • You have 3 "flavors".
      Any Card Set = [Offensive] + [Defensive] + [Curative] + [LoC].
      **The 8 demonstrated cards are static to those slots.
    • Zero Card RNG
    • Astrodyne and Astrosigns Removed -> replaced mentioned but unnamed
    • Redraw removed
    • Removing the Tank/Melee, and Caster/Ranged aspect

    As Presented in video:
    Cards are given all at once in a stack of 4.
    You can play your cards whenever you like in 60s.
    --> The above points are also verbally confirmed in the LL.

    0s Marker - Pre-Draw:
    Draw Set 1 -> [Balance] + [Arrow] + [Spire] + [Lord]

    60s Marker:
    Draw Set 2 -> [Spear] + [Bole] + [Ewer] + [Lady]

    New visual animations: no info given by the Astro Gauge or the talkers; and no confirmation if they're connected to cards or new gcd/ogcd:
    1. A party animation activated before or because of card draw sets.
    2. A new Astro personal skill with the 12gods symbols.
    3. A new High-Graphic Skill possibly @ 120s

    END of Astro Part of LL

    Their presentation skills are very lacking and we just don't know a lot of missing information

    There's no way to tell if they did [For example] bring back a version of HW/STB cards and Royal Road, OR do something completely and utterly new. With no card ability/effect context and no new non-card ability context we just don't know. This is old monk, where a lot of the old and even ancient infographic is mixed with the new. We get a hodge-podge of, "Wtf is this, what does it mean, and how does it affect me?"

    It does not help that Astro is a very Non-Visual class. A lot of abilities and all the Cards deal in affecting the {Status Info Windows}, not showing the visual effects of what it's doing.

    Important Notes:

    They use 8 old card Icons for assigned slots in the Astro gauge; HOWEVER, all names and abilities associated w these icons are community speculation of Historical/Lore value and not confirmed by CBU3 as being the same as past iterations.

    They use the old Cyan/Purple role aspect as set designations but nothing is confirmed if there is any additional caveats to that.

    The generated "Cards Per Min" ratio is no different between EW and DT. [3 cards] + [LoC] every 60s. It just looks different. Redraw (+ 3 new card shuffles every 60s) is technically as aspect of Astrodyne and Astro Signs and not part of the "CPM" timer.

    Things not mentioned or confirmed:
    What the cards are named.
    What the card abilities are.
    Where they're drawing inspiration for individual card abilities.
    The reward system for using the Cards (aka Astrodyne like skill or equivalent WHM Misery or SGE no reward)
    Are card slots restricted to specific roles as demonstrated in the video or can they still go to any player of our choosing?
    What is the 120/2min for Astro?
    Is APM restricted with the changes or it is now just personal preference?
    Are all the cards restricted to a single person application or are there aoe and party utility applications mixed in?
    What are new non-card abilities.
    What are they changing in current skills to fit w the new card system or help button bloating.
    Will the removal of rng be replaced by a different aspect of intellectual or mechanical engagement in Astro?

    As much as people are up in arms about rng, static cards, and variety ability cards; we can't really say yes or no about any of it.
    (3)
    Last edited by Kamishawe; 05-25-2024 at 04:27 AM.

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Gemina View Post
    I think desired is the more accurate term. Nearly every job in the game carries their own desired utility making previous card effects entirely redundant.
    I don’t know if I agree entirely. I think the issue of utility cards differs between the card. The MP refresh was in a good spot where the utility could be helpful when pulled sometimes, and otherwise had a great Royal Road, TP refresh was just a nonexistent issue, and the damage mitigation was the on in a particularly tight spot. Mitigation is useful only right before damage is coming, and being single target greatly limited it’s use while Bole also had the weakest Royal Road effect.

    But on the topics of buffs as a whole, I would agree with Raikai that this game just doesn’t allow diverse forms of utility to exist. It’s not that Silence, for example, isn’t a desireable crowd control effect because the effect itself isn’t strong enough or that it’s too situational. It’s that the designers simply refuse to give bosses interruptible actions. The same is true for other crowd control effects as well, and there just aren’t ways you can really provide useful effects that aren’t just more healing or more damage.

    Debuff immunity? There are barely any debuffs to prevent. Crowd control? Literally no form of crowd control applies to boss fights. Aggro generation/reduction? Aggro has been reduced to just tank stance and nothing else. Enemy grouping? There are either no enemies to group or they group themselves automatically. Reduced enemy healing? Enemies don’t heal.

    This game does not have fertile land to explore unique forms of support. The designers have quite literally uprooted their own soil to prevent anything from even having the possibility of existing.
    (1)

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