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  1. #11
    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)

  2. #12
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,288
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by glamazon View Post
    I do love your changes to lady and lord but how do they work?
    Lord: You play it first and then the next card you play (likely a double-weave) becomes an AoE effect. Ideally used with the Card 1 (the % of the aoe version of this card is up to balancing debate), but some scenarios could justify the AoE effect applied to the Card 2, maybe dungeon trash pulls, etc. Using this effect to the Card 3 is a niche situation where you'd be desperate for an AoE shield.

    Lady: You play this one after, to replicate the effect from your previous Play I, II or III. Ideally, you'd want to have the effect between the Cards 4 or 5 depending on the situation (maybe your ranged dps has a damage down and the dot would provide more), and Card 6 could be used to mitigate 2 tanks at once for the shared tankbusters if you don't feel like things are going well (prog maybe).
    (2)

  3. #13
    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 glamazon View Post
    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?
    Again, for mana, lucid dreaming and super ether. Astros never struggled with mana due to these tools plus astrodyne, WHM has thin air for when they need to use high cost spells, SGE and SCH both have their 1 minute stacks that return mana on use. The caster classes (save BLM, but they have their ice spells) are not mana intensive and a single super ether or lucid dreaming use will have them back in the fight. As I have said in many other posts, people who are struggling with mana are not utilizing their tools. The only real use a mana card would have in DT would be to feed the DRK during burst. Also confused about the fairy bit, why wouldn't you just have it summoned before queueing into the instance?

    Quote Originally Posted by glamazon View Post
    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.
    Cards affecting enemies would be neat, but not all this ridiculous utility nonsense. As for your comment about speed, all dps classes have been theory-crafted to be as efficient as possible. They are setup so that they have the exact amount of speed they need in order to have everything up at each 2 minute burst window. Giving dps or even tanks a speed card would cause drift (plus no small amount of rage). I don't have the correct setup on my summoner, so every 2 minutes my Bahamut comes up almost 10 seconds before my searing light. It feels really bad. And giving it to a healer? I would rather have my 6% damage increase to give to my samurai or summoner. 6% of their 15k+ dps would be so much more than a slight speed increase to a glare mage.

    Totally agree about more dps abilities. FFXIV healing is not like other mmos. Healers should be pumping out as much dps as is humanly possible. Our dps matters for helping secure that kill. Plus the faster we help push phases, the less damage our team will take. Is it not our job to ensure our team takes as little damage as possible?

    Either way, I hope the devs take note of our dissatisfaction. This is not the direction AST should be taking. I feel that it should have continued to have a high skill cap and high apm. We have enough of the more chill healers to choose from. Let us have one healer that is more of a challenge to play.
    (2)
    Last edited by Ari_Calithiel; 06-11-2024 at 04:11 AM. Reason: Adding text

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