Page 1 of 2 1 2 LastLast
Results 1 to 10 of 13

Hybrid View

  1. #1
    Player
    RhiaCeallach's Avatar
    Join Date
    Jul 2023
    Posts
    5
    Character
    Rhia Ce'alach
    World
    Phoenix
    Main Class
    Scholar Lv 100

    Reverse the Astro card changes/ Change the new card effects

    According to the Letter from the Producer LXXXI Digest, the stated reason for changing the way the card system works was that there have been requests to remove the randomness from Astrologian. I understand that some people did not enjoy the rng of astrodyne or not getting the ranged/ melee card they needed but that doesn't explain why the card effects had to be changed and we have now ended up with only a third of the cards giving a damage buff.
    The class will go from being super busy and making you think every 2 minutes to just giving the melee card to your top melee player, same for the ranged card. White mage has always been available for anyone who wants to play a straightfoward healer with astro being an option for people who wanted to get more out of their class, so it seems unneccesary to dumb down the class by removing most of the damage buff cards.
    Furthermore, most of the new cards are either completely pointless or have very niche uses. Ewer: ST HoT(astro will have 3 charges of essential dignity, intersection, exaltation + whatever their co-healer has for ST), Bole: 10% DR(all the tanks had their 30% cooldowns upgraded to 40% and 99% of the time they won't need the extra DR anyway), Arrow: 10% Extra HP Recovery(here's a bigger shield for you Mr. Scholar, yay). The only one that appears semi-decent is Spire but even that seems unneccasary considering how many options there are for mitigation/ free heals, both from the healers and from the party.
    I feel like the card system should either be reverted to the way it worked in Endwalker or at least change the new cards to be useful/ cards people care about a.k.a make them give a damage boost either via having 1 set of two cards give 6% extra damage, 1 set give crit and the last set give dh or something similar to that. That way we can be excited about all the cards we get instead of having one useful card per draw and two "meh who cares" cards.
    (10)

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by RhiaCeallach View Post
    Furthermore, most of the new cards are either completely pointless or have very niche uses. Ewer: ST HoT(astro will have 3 charges of essential dignity, intersection, exaltation + whatever their co-healer has for ST), Bole: 10% DR(all the tanks had their 30% cooldowns upgraded to 40% and 99% of the time they won't need the extra DR anyway), Arrow: 10% Extra HP Recovery(here's a bigger shield for you Mr. Scholar, yay). The only one that appears semi-decent is Spire but even that seems unneccasary considering how many options there are for mitigation/ free heals, both from the healers and from the party.
    I feel like the card system should either be reverted to the way it worked in Endwalker or at least change the new cards to be useful/ cards people care about a.k.a make them give a damage boost either via having 1 set of two cards give 6% extra damage, 1 set give crit and the last set give dh or something similar to that. That way we can be excited about all the cards we get instead of having one useful card per draw and two "meh who cares" cards.
    WHAT YEAR IS IT!?
    (4)

  3. #3
    Player
    ZiggyYiji's Avatar
    Join Date
    Jun 2024
    Location
    Gridania
    Posts
    2
    Character
    Ziggy Yiji
    World
    Jenova
    Main Class
    Astrologian Lv 100
    Bro...they took 2 and a half years just to lobotomize the card system and give us *sort of* useful cards. Like yes, they have unique benefits, but unless some upcoming savages are tailored around the card system, there's going to be SO many useless cards. It's like they heard the SB ASTs wanted unique card effects again, and gave the absolute safest pseudo-unique effects to the cards. Yes they're unique technically. Useful, though? I have my doubts. It feels really bad that EW AST's high apm, quick thinking healer playstyle just, gets deleted from the game with zero replacement.

    AST's rng was at least actionable and felt good to work around, versus say, DNC's rng, which is non actionable and gives you very little to do about it lol. It feels like another step towards complete homogenization. I'm really not a fan of this rework, even on paper. Much less in practice when we get our hands on it in 7.0.

    But hey, at least this rework was tailored for everyone that didn't play AST. So now at least they get to play the cute card dealing healer that they totally couldn't play before, right? 100% in agreement with you.

    We got EW SMN'd.
    (10)
    Last edited by ZiggyYiji; 06-10-2024 at 01:41 PM. Reason: Unfortunate typo

  4. #4
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
    The rng was an aspect of the job people who didn't like should have player different healers. instead they whined and now every expansion ast has been crushed. Now it's a pale imitation of what it was in fact it's just window dressing. I expect no changes. they show you each expansion what they think of healing jobs.
    (7)

  5. #5
    Player
    Bloody_Kenny's Avatar
    Join Date
    Jun 2016
    Posts
    38
    Character
    Goro Majima
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    ShB and EW AST enjoyers keep gaslighting everyone into thinking there is RNG involved in these iterations of the job will never stop being funny. Like, what RNG? Seals?

    In ShB, you got all the seals in the first several uses of Draw and then you just threw out Minor Arcana until its Divination time.

    In EW, Seals and Astrodyne is just an afterthought, a dead button to have Seals do something irrelevant. If anything, Astrodyne should've been an AST's version of Afflatus Misery, where the potency of the nuke increases for every unique Seal. Minor Arcanas in EW commit the greatest sin of tying defensive and offensive CD to one button. What is worse is that the choice between the two is made by the game, not by the player. Cause if it was up to the players it would be 100% Lord.

    Only the HW and StB iterations had RNG with cards, but it was destroyed by Balance fishers, crying they only care for AoE Balance and nothing else. So I agree that RNG is a defining feature of the job and we should return it and the decision-making. But turning all cards into Balance or "just damage" is not the way, this is what killed RNG and AST in the first place.
    (5)

  6. #6
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Bloody_Kenny View Post
    ShB and EW AST enjoyers keep gaslighting everyone into thinking there is RNG involved in these iterations of the job will never stop being funny. Like, what RNG? Seals?

    In ShB, you got all the seals in the first several uses of Draw and then you just threw out Minor Arcana until its Divination time.

    In EW, Seals and Astrodyne is just an afterthought, a dead button to have Seals do something irrelevant. If anything, Astrodyne should've been an AST's version of Afflatus Misery, where the potency of the nuke increases for every unique Seal. Minor Arcanas in EW commit the greatest sin of tying defensive and offensive CD to one button. What is worse is that the choice between the two is made by the game, not by the player. Cause if it was up to the players it would be 100% Lord.

    Only the HW and StB iterations had RNG with cards, but it was destroyed by Balance fishers, crying they only care for AoE Balance and nothing else. So I agree that RNG is a defining feature of the job and we should return it and the decision-making. But turning all cards into Balance or "just damage" is not the way, this is what killed RNG and AST in the first place.
    Personally, the cards should've never had Damage buffs as an option to start with since it's what ultimately shoehorned the entire class into its current design. I've never liked AST but the concept that I liked the most was how they interacted with their cards. Stuff like Sleeve Draw, Minor Arcana, Royal Road, etc. all gave you the feeling that you were actually trying to defy fate by stacking the cards in such a way that gave you the best possible outcome for a scenario. While I appreciate that the cards are all "unique" again, the fact is, you can't really interact with those cards in any meaningful way like you could before (the effects being dogwater don't help either).

    I'd have much preferred that, instead of just giving you all the cards at once, they gave you some means to utilize cards in alternative ways. Obviously not Spread Balance because that's what caused the downfall but stuff like extending the duration of cards, making the buff more potent but at a slightly reduced duration, or giving the card a minor secondary effect would've probably been a better route to go.
    (1)

  7. #7
    Player
    Ari_Calithiel's Avatar
    Join Date
    Nov 2021
    Location
    Gridania
    Posts
    23
    Character
    Ari Calithiel
    World
    Phoenix
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Silver-Strider View Post
    Personally, the cards should've never had Damage buffs as an option to start with since it's what ultimately shoehorned the entire class into its current design. I've never liked AST but the concept that I liked the most was how they interacted with their cards. Stuff like Sleeve Draw, Minor Arcana, Royal Road, etc. all gave you the feeling that you were actually trying to defy fate by stacking the cards in such a way that gave you the best possible outcome for a scenario. While I appreciate that the cards are all "unique" again, the fact is, you can't really interact with those cards in any meaningful way like you could before (the effects being dogwater don't help either).

    I'd have much preferred that, instead of just giving you all the cards at once, they gave you some means to utilize cards in alternative ways. Obviously not Spread Balance because that's what caused the downfall but stuff like extending the duration of cards, making the buff more potent but at a slightly reduced duration, or giving the card a minor secondary effect would've probably been a better route to go.
    I agree and disagree with you. There isn't really any other useful means to the cards other than damage. Maybe they could have made the cards like the OP said with crit, dh, and flat damage, but in the end, those are the only viable cards. In HW and StB, Astros only fished for the Balance card because that was the only one really that provided any real benefit. Speed messes with people's rotation and causes drift, TP does not exist, mana isn't necessary for anyone that knows how to manage mana or has the foresight to buy super ethers, and mitigation is redundant as are extra heals. If you were to ever ask a dps player what card they wanted should they have the choice to pick, I guarantee at least 90% would say the flat damage.


    However, I totally agree with the idea of using the cards in other ways. That would be an engaging and interesting way to play the class, more so than this "press button get buffs, wait 1 minute".
    (1)

  8. #8
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,247
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Ari_Calithiel View Post
    I agree and disagree with you. There isn't really any other useful means to the cards other than damage. Maybe they could have made the cards like the OP said with crit, dh, and flat damage, but in the end, those are the only viable cards. In HW and StB, Astros only fished for the Balance card because that was the only one really that provided any real benefit. Speed messes with people's rotation and causes drift, TP does not exist, mana isn't necessary for anyone that knows how to manage mana or has the foresight to buy super ethers, and mitigation is redundant as are extra heals. If you were to ever ask a dps player what card they wanted should they have the choice to pick, I guarantee at least 90% would say the flat damage.


    However, I totally agree with the idea of using the cards in other ways. That would be an engaging and interesting way to play the class, more so than this "press button get buffs, wait 1 minute".
    Yeah, it's quite intrinsic for the state of XIV, the actual 'useful' boons that cards could give would be very limited. Stats are pretty boring, so giving different offensive stats are just... numbers. Speed is not viable because of the problems you pointed being more egregious nowadays with the 2min bursts.

    I'd personally stretch the concept they're doing in Dawntrail for:

    Card 1: DPS buff to melee
    Card 2: Direct damage using the element of the card
    Card 3: Shield
    Lord: Spread the effect of the next card

    Card 4: DPS buff to ranged
    Card 5: Dot using the element of the card
    Card 6: Mitigation
    Lady: Replicate the effect of the last card

    Keeps the same idea, but makes more cards actively useful.
    (3)

  9. #9
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
    Quote Originally Posted by Raikai View Post
    Yeah, it's quite intrinsic for the state of XIV, the actual 'useful' boons that cards could give would be very limited. Stats are pretty boring, so giving different offensive stats are just... numbers. Speed is not viable because of the problems you pointed being more egregious nowadays with the 2min bursts.

    I'd personally stretch the concept they're doing in Dawntrail for:

    Card 1: DPS buff to melee
    Card 2: Direct damage using the element of the card
    Card 3: Shield
    Lord: Spread the effect of the next card

    Card 4: DPS buff to ranged
    Card 5: Dot using the element of the card
    Card 6: Mitigation
    Lady: Replicate the effect of the last card

    Keeps the same idea, but makes more cards actively useful.
    Royal Road: burns drawn card to double the duration or potency of your next card played this as a seprate button would allow flexibility. I do love your changes to lady and lord but how do they work?
    Minor arcana: plays lord or lady drawn
    Umbral:
    spear: dps 10% to any job melee or range doesn't matter
    bole: reduce dmg taken by 15% 20 secs
    ewer: mp regen 20secs 2500mp
    The lord: 500 potency dmg aoe (spread the effect of the next card means... dps buff is given to group? shield is given to group?)

    astral:
    balance mp 2500 direct bonus
    arrow: dmg shield that dmgs the enemy anytime the target is hit duration 20seconds potency 500
    spire: barrier of 800 potency
    The Lady: 500 potency aoe heal (I like your change of replicate the last effect! That's much more useful.)

    Also someone else mentioned new effects like throwing cards to the card for aoe or maybe an effect of throwing all the cards at the mob for an aoe dmg called unshuffle or discard for a high potency aoe or single target dmg? or capstone that gives all the buffs randomly to players in your group. cd 3mins. an oh crap button.
    (0)

  10. #10
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
    Quote Originally Posted by Ari_Calithiel View Post
    I agree and disagree with you. There isn't really any other useful means to the cards other than damage. Maybe they could have made the cards like the OP said with crit, dh, and flat damage, but in the end, those are the only viable cards. In HW and StB, Astros only fished for the Balance card because that was the only one really that provided any real benefit. Speed messes with people's rotation and causes drift, TP does not exist, mana isn't necessary for anyone that knows how to manage mana or has the foresight to buy super ethers, and mitigation is redundant as are extra heals. If you were to ever ask a dps player what card they wanted should they have the choice to pick, I guarantee at least 90% would say the flat damage.


    However, I totally agree with the idea of using the cards in other ways. That would be an engaging and interesting way to play the class, more so than this "press button get buffs, wait 1 minute".
    mana is necessary for those classes that use it when they die and are rezed and have no mana to do anything. Also scholars have to waste a cd trying to summon that damn fairy. just to be useful when they could be healing.
    why can't they give us cards that actually effect the enemies too? Why not a dot card? a direct damage card? a card that debuffs crit? debuffs mitigation? debuffs dh? a card that slows the enemy autos?

    I tend to agree that the healing cards are redundant (we have so many healing options) and mitigation (tanks have so much mitigation and heals!) I don't know. I'm kind of left jaded after this latest expansion has left healers in a worse state. It's almost like healers are an afterthought to every other job. I still don't get why tanks get so much mitigation and self healing as well as group friendly support options. DPS classes get so many support options for jobs that should be focused on damage.

    Why can't they give us more meaningful dps options? I mean at this point the healing kits don't need to be touched. We need abilities and spells and skills that allow us to do damage because our role as healer is negligible.

    Also speed helps black mages. that's a good card. speed could also help healers especially asts since lightspeed is spoken for and may not be up when u need it again.

    Also please why are we gate kept our spells behind other abilties? What if you want to stagger them? We need more flexibliity.
    (1)

Page 1 of 2 1 2 LastLast

Tags for this Thread