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  1. #1
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    547
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I am loving DT AST, going from two cards to six was huge, I may not always use all of them but I do use all of them and they're oh so very useful. Need more healing but don't want to (or can't) use Synastry? There's a card for that. Shield without spending a token? Got that too. Regen without spending a GCD? You bet. Then there's my absolute favourite: Mitigation, that has been a godsend way too many times. This version has had me leaning away from my WHM main status to play more AST. Do I miss Astrodyne? A little bit. But I'd rather have this level of flexibility all of these options to do more things, especially at lower levels. I'll take this over RNG of a mere two cards any day.

    Reading some of the posts here I can't help but think you guys want to hate current AST.
    (1)

  2. #2
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,967
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Alice_Rivers View Post
    [...]Reading some of the posts here I can't help but think you guys want to hate current AST.
    Those 'new' cards are literally "Exaltation/Asp Benefic/Intersection but Card VFX & worse". Those aren't really big to write home about when they could just give more charges to Exaltation & Intersection specifically while actually making the other 4 cards more interesting. Oooor sure give us all these 'different cards' but also drop us a Royal Road. That'll suddenly make the system far more appealing.

    Glad you enjoyed DT AST though. Not for some of us, myself included. They claimed about requiring more time to 'rework AST' back in 6.3 after mentioning it months prior to that & wanting to push it back to 7.0. Well, look what they have cooked in the span of 2'ish years: more mit/heal we totally don't need lmao. Is this really the best that they're willing to do for AST?
    (5)
    Last edited by Rein_eon_Osborne; 07-24-2024 at 11:48 PM.

  3. #3
    Player
    Kissune's Avatar
    Join Date
    Apr 2024
    Posts
    205
    Character
    Pathetic Loser
    World
    Coeurl
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I am loving DT AST, going from two cards to six was huge, I may not always use all of them but I do use all of them and they're oh so very useful. Need more healing but don't want to (or can't) use Synastry? There's a card for that. Shield without spending a token? Got that too. Regen without spending a GCD? You bet. Then there's my absolute favourite: Mitigation, that has been a godsend way too many times. This version has had me leaning away from my WHM main status to play more AST. Do I miss Astrodyne? A little bit. But I'd rather have this level of flexibility all of these options to do more things, especially at lower levels. I'll take this over RNG of a mere two cards any day.

    Reading some of the posts here I can't help but think you guys want to hate current AST.
    I take offence to this. Because I did try. I wanted to *like* current AST, I really did, I gave it the fairest shot I could coming from older iterations, but ultimately it just feels bad to use. You say 'going from 2 cards to 6', but the way I see it we went from 2 cards to 1, as rarely, if ever, do I find that these new cards contribute in any way beyond the damaging ones. I find them to be too weak at absolute best. I ran extremes with AST for a while, and I remember distinctly remarking to my static that the cards feel useless when things are going right, and useless when things are going wrong. When I have to panic heal to recover, a 10% healing amp on one person or a 400 potency shield isn't going to make an appreciable difference especially when every weave counts, and believe me, I've healed ultimates. Throwing a 10% mit on the tank doesn't make a difference for a buster or any auto attacks when they are already capable of solo mitigating and healing themselves anyways. At least in Endwalker/Shadowbringers, my cards always felt good to play, even if the effects were simple and not all that varied. Now I'm stuck with the choice of either constantly overwriting them, or just... throwing them out to pad my APM. The Ewer is the only one I'd say that I actually notice the effect of, but it's basically just a way to put kardia on two tanks at once every 2 minutes.

    At least in StB/HW, cards that weren't useful could be burned to make more useful cards better, or stored for a time later where they're useful. You have a 55s window to utilize the cards you're given, and if you don't or can't, they just feel bad. This isn't like letting celestial intersection or whatever sit at full charges for a bit, cards are supposed to be the core mechanic of the class. There's zero incentive to interact with it ever, and that's disappointing. Unique card effects mean nothing when they're so weak and so easily outmatched by basically everything else in your kit that there's no reason to use them.

    The illusion of flexibility and power that has been put into these cards just makes me disappointed bc people will just see it at a surface level and not engage more than that. And it makes me sad, because I'm sure this is the iteration of AST that will stick, and that means that the class that made me fall in love with this game is gone for good. In its place is a shadow of itself.

    Personally, I think that the Bole/Spire need their effects doubled, and Arrow needs a new effect for me to even consider picking it up. Bc right now I barely care to use any of them, to the point where I actually got frustrated enough to swap off the job midway through raid night because I was just so mad at how useless the cards felt. AST's general healing kit is the same old, and it's a fond familiarity, but these cards feel more like a tacked on afterthought than a core mechanic with any thought to it. I feel like I'm playing the only healer without a class identity at the moment, despite all the flavour baked in to its regular healing toolkit.
    (4)
    Last edited by Kissune; 07-25-2024 at 07:51 AM.