Ah, I must also address this.
On thundercloud: I mean if everything must be totally clear and limpid to very green beginners on thundercloud and every mechanic in the game by extension maybe, no wonder the current job design is what we're getting... If a mechanic like Thundercloud cannot exist because of this, there is one word for it: lowering the skill ceiling to the very immediate competence and understanding of the greenest sprout. So where does this leave us? Can't grow much into a job and the skills involved beyond what a sprout would initially understand. When you think about it, it's actually very worrying in my opinion. What he literally says here can be equated to saying that the skill ceiling should stop as soon as a player takes up the job? I'm sorry what?
On AST's rng: well yeah, what he describes is literally every healer ever. You'll be adjusting your heals to whoever takes damage from mechanics, or at least the somewhat random ones (and we have seen how they suddenly love them role agnostic mechanics in the endwalker ultimates...). Of course you're not doing something completely static, or at least you'll see variations depending on the fight, as a healer. Because what those new cards are, even though I love that they actually got back some flavor even if misplaced/misexecuted flavor, is essentially just OGCD mitigations and heals on cooldown, nothing more, since the actual rng behind is gone. You can argue that there is rng in healing in fights, but I'm sorry but that's not job rng. On top of it, I don't understand nor comprehend how rng cards would be more synergistic than a... static loop? Like, isn't it exactly what the 2 min meta for example is? A static loop with max synergy potential every 120s? What does he think is going to happen with non rng damage cards? Yes, the only thing that remains, like for basic healing, is that the target of the card will change at times, if that's what he meant.



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