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  1. #1
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Kyanari View Post
    The changes look ok to me but it's worrying that I have to wait for each draw (Astral/Umbral) before I can give damage buff to two players. I'd prefer the RNG than this at times but RNG is sometimes annoying because for example there's only range DPS but RNG gives you melee cards and vice versa lol.. I'm also not sure if the healing cards can stack. In any case, they can be combined rather than having Play I, II, and III on my hotbars.

    I play on controller and I like that I can draw and play the cards really quickly. But we'll see once the game is up.
    RNG is poor gameplay, it doesn't matter how it's implemented if you can't choose which card to play. This is why like, Kingdom Hearts Chain of Memories, and Paper Mario Sticker Star is terrible, because it replaces combat with "sucks to be you, you didn't draw something useful"

    Like we'll have to wait and see how this works, but the only RNG that should exist here is when something is a offensive or defensive benefit. You should never have a situation where you draw Ewer or Bole and... well have nothing to heal before it ticks off. I preferred in a way how it originally worked where saving the card to Rainbow Road was more useful than the EW system where it added an extra level of unnecessary micromanagement. Now it seems like it just forces you to use cards you don't need.
    (1)

  2. #2
    Player
    Kyanari's Avatar
    Join Date
    Jul 2019
    Location
    Gridania
    Posts
    31
    Character
    Canary Underlight
    World
    Gilgamesh
    Main Class
    Scholar Lv 100
    This is why I'm a bit torn with the changes because if you get good RNG you can complete all the signs within the first few seconds as opener but now you're stuck with a 60s CD before you can give a range damage buff. Kinda a bit late to sync with their openers if I'm not mistaken. Not to mention 4 of the cards (Arrow + Spire, Bole + Ewer) can just be combined together since they'll be used mostly towards the tanks. As a controller user, I'd be most likely use a macro so I just have 3 buttons rather than 4. /shrug
    (0)

  3. #3
    Player
    velswen's Avatar
    Join Date
    Jul 2019
    Posts
    129
    Character
    V'els Wen
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kyanari View Post
    This is why I'm a bit torn with the changes because if you get good RNG you can complete all the signs within the first few seconds as opener but now you're stuck with a 60s CD before you can give a range damage buff. Kinda a bit late to sync with their openers if I'm not mistaken. Not to mention 4 of the cards (Arrow + Spire, Bole + Ewer) can just be combined together since they'll be used mostly towards the tanks. As a controller user, I'd be most likely use a macro so I just have 3 buttons rather than 4. /shrug
    I believe they've already stated that they will be adjusting the Draw CD to be less than 60 to fix that issue. But I agree that drawing cards in the current system feels very bland for the most part, there isn't a lot to think about at all. I picked up AST in EW specifically because I wanted more moment-to-moment decision making in my healers, and that's gone now.
    (1)

  4. #4
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by KisaiTenshi View Post
    RNG is poor gameplay, it doesn't matter how it's implemented if you can't choose which card to play. This is why like, Kingdom Hearts Chain of Memories, and Paper Mario Sticker Star is terrible, because it replaces combat with "sucks to be you, you didn't draw something useful"

    Like we'll have to wait and see how this works, but the only RNG that should exist here is when something is a offensive or defensive benefit. You should never have a situation where you draw Ewer or Bole and... well have nothing to heal before it ticks off. I preferred in a way how it originally worked where saving the card to Rainbow Road was more useful than the EW system where it added an extra level of unnecessary micromanagement. Now it seems like it just forces you to use cards you don't need.
    its Royal Road, and yes it was the best iteration of the cards. Assuming they kept that system and improved on it, the alternate reality we could be living in would look like this:

    SB (three buttons):
    Draw - Draw a card. Action changes to Play
    Play - Use currently drawn card on self or target.
    Royal Road - Discard currently drawn card to enhance next card to be played.
    Minor Arcana - Discards currently drawn card to gain either Lady or Lord.

    ShB (one button):
    Celestial Draw - Randomly select one card. Action changes to Celestial Shuffle.
    Celestial Shuffle - Flip through your divining deck by repeatedly pressing the ability in order of Balance > Bole > Spire > Spear > Arrow > Ewer.

    EW (one button):
    Set - Place currently drawn card face down (ground aoe). Action changes to Flip Set.
    Flip Set - Flips card face up affecting all party members with set card effect. 12 yalms. Flip Set will activate after duration expires.

    DT (one button):
    Set Play - Place currently drawn card face up (ground aoe). Applies drawn card effect to all party members who stand within it aoe. 12 yalms.

    Technically this does have one more button than the current iteration of AST, as of 7.0, but this direction focuses on the cards rather than introducing more ogcds that do not synergize with the cards. Actions like exaltation or celestial intersection would not exist because the cards can already fulfill those roles.

    Regardless, AST and DRK are in the same boat where they are reworked literally every expansion and thus will never have a foundation to build and expand upon.
    (4)