Agreed.
Lack of RNG takes away the job flavour completely. Job gauge useless. Chuck the same cards on the same players (or just all on the tank) and move on? So boring.![]()
Agreed.
Lack of RNG takes away the job flavour completely. Job gauge useless. Chuck the same cards on the same players (or just all on the tank) and move on? So boring.![]()
I would absolutely prefer to have StB AST back.
That said, performance aside, I'm having more fun with AST than I did in ShB or EW, and I went into it with negative expectations.
Sure, a lot of the cards are useless or identical to tools we already have. But the fact that we kind of 'use them or lose them' makes me just burn them more and think about the most useful of the wasteful options.
I agree that there should be an element of RNG back, but all things considered, this incarnation isn't so bad.
DT ast is for me much more interesting than EW ast. And I certainly do not find the cards chaotic. If they could make the cards effects more unique and situational that would be great, alongside returning our manipulation of cards in future. All cards being damage is boring, I don't want that back. I'd like the rng back though.
Can i also add that the removal of Astrodyne means we also lost little buffs that we got as well. The RNG has been gutted for more a casual game style but having cards do 10% healing on a target seems pointless. I miss Sleeve draw and the old way divination worked. SE being SE and not listening to people seems to be its latter lately.![]()
Honestly I dropped astro after hitting 97 I just can't enjoy a butchered class anymore gets butchered more and more I love the old astrodyne I loved our shield/regen healer scts, I miss having MORE THEN 1 DPS CARD it use to be 3 if you timed it right with cool downs now it's just boring and damage is painfully low compared to sage and white mage and scholar when doing solo instances. I'm like does the dev even play astro for more then one dungeon to get it before they start salad tossing a job around once more
The best thing about previous AST incarnations was that the cards added something new to their kit; bringing back the "all cards do something different" mechanic with 7.0 is meaningless when 4 of the 6 cards are redundant to what AST already has. The redundancy also reduces utility; having all cards be damage bonuses previously was boring as all get out, but they always had SOME use because you could pop the extras on the tank or yourself and add on a bit of blue/green dps. Too often I find myself hanging on uselessly to 2 of the 3 cards until I'm forced to expend them because my next draw is up.
7.0 AST also doesn't solve how meh it feels to be forced to give a card to the "wrong" class. This is particularly egregious in dungeons, where ending up with 2 melee or 2 ranged dps means half the time you're forced to give them a card they can't get the most out of because Shuffle doesn't exist anymore. (Though if we have to stick with the "only one +dmg draw every 60s" situation, instead of Shuffle you may as well make the damage bonus on Balance/Spear the same for all classes to avoid this problem, since all other RNG has been removed anyway.)
as a casual I enjoyed the rng. Who were these changes made for? Who asked to nuke the rng? I miss my cards... I likely will never return to astro if it continues to turn more and more into white mage. I'm really baffled. I wish I could have gotten to experience old astro...Can i also add that the removal of Astrodyne means we also lost little buffs that we got as well. The RNG has been gutted for more a casual game style but having cards do 10% healing on a target seems pointless. I miss Sleeve draw and the old way divination worked. SE being SE and not listening to people seems to be its latter lately.
My favorite pure healer was AST, my favorite caster DPS was BLM, and my favorite melee DPS was MNK.
All got butchered in DT.
I’m really really sad with DT and makes me feel like SE doesn’t want me as a customer anymore.
I love this forum, few weeks ago posts about how the astro rng feels awful, now they've fixed that and "this is the worst iteration of ast" lmaooo.
-2 charges of lightspeed(1 for burst, 1 for movement)
-More cards that do different things (anyone who has ran the dungeons or the extreme trials appreciated these cards with the amount of tank dmg that is going on)
-Highest rDPS by far among all healers
-Proactive healer, macrocosmos, star, neutral new 10% mit, etc.
-I would rather have a good AST than a good WHM, AST is been the best healer since SHB in good hands.(Literally solo healing all savages)
Now you give 2 buff cards at 2 instead of 3 at 2m window, not end of world.
Ast is by far the least played healer and they've fixed/are fixing all its issues to attract more players, yes the job will be a bit easier but it will feel less clunky.
Let's not forget how awful the seals and astrodyne felt, and an extremely busy burst window just for the sake of it and of course only 1 type of cards, damage.
However there are things to improve, not been able to double weave cards is a big yikes.
Probably get screamed at for this but might as well make the cards themselves the buffs and abilities of the astrologian at this point. Simplify and diversify. Put Aspect, invervention neutral all as cards and give them same buffs then have one universal card be the across the board damage buff and just the job itself have its basic spells outside the cards. At least the cards will be different at this point ;/ Keep the timers same just let them all be OCD. If we are to be dubbed the time mage might as well make our toolkit as least painful on our dps rotation. You would think astrologian would be able to throw out the instant casts/buffs using OCD and keep near full time rotation from its future seeing abilities.
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