


Isn't... isn't this exactly why people aren't happy?? You're calling it a 'pale version' of SB so it's pretty clearly not the version everyone has been screaming for. I don't think you can pull out a core concept of the system and say we have it.

People have been crying for cards to have different effects. Squenix gave it to us. And people still aren't happy. That is the point I'm making. The cards are redundant and mostly useless. I'm with most other people in wishing for abilities that affect the cards. However, that was not what the majority were screaming for. They wanted unique effects.
Last edited by Ari_Calithiel; 08-05-2024 at 03:07 AM.



Synastry has a similar effect but it only redirects 40% of the healing amount to the chosen target; it doesn’t directly affect healing magic potency or abilities in the way Arrow does. Did you maybe mean the 20% bonus to healing from Neutral Sect?The is a weaker but also slightly better Synastry, it's weaker in that it's only 10% but it's also slightly better in that it's all healing received rather than just your single target GCDs. That said, I still hold this is better than EW but worse than what I hear about SB.
Nah, Neutral Sect is all healing you do to everyone, plus shields on HoTs. The Arrow now is a lot closer to Syanstry's functionality, just more diagonal than the vertical power relationship the other cards have with their counterparts.

But dude, we needed every card to be DIFFERENT and UNIQUE because having every card be DPS only was BORING. It's not as if I had to learn every rotation in the game to understand specifically when they would benefit the most from the buff (i.e NIN Kassastsu timing, BLM re-entering fire phase, RDM's melee combo, etc) and make an active and conscious decision of when to play my card for maximum benefit.
It's not as if I had to consider the RNG given to me and decide on a redraw or not, keep a track of seals and not overwrite them, make sure to not drift Lady/Lord on its own, and get 7-11 potential weaves out during burst, all unpredictable and demanding quick reactions from me with enough mechanical skill whilst juggling healing requirements and fight mechanics, all at once.
Clearly the DT iteration of AST is much better - It's very important I have cards with different effects and purposes, because I love to see my bole card sitting pretty on my hotbar, the idea of it being different to the balance now pleases me, even if tanks never needed it to begin with. I love my DPS buffing cards being given to the same player every time, it makes my life easier when I have so much to think about with my DPS rotation. I love the APM and burst window of the job being cut to 1/3 of EW, because its just too unfair for difficult.
You guys have no idea what you're talking about tbh, this is the best version of AST yet!



SB > ShB > DT > EW to me.
The RNG's such an important part of the card play it still baffles me they decided to try removing it this time, but EW's is still the worst due to Redraw being the only thing it had to manage said RNG. It's as if the devs intentionally made it bad in an attempt to make removing it in DT look better.
The current card system feels more like mixing a set of potions and throwing them at party members than drawing cards from a deck. I think it can be good but I really don't think it should be replacing AST.

I actually prefer the new system of cards over its variation in EW. I find the extra mits and heals helpful, especially when there are back to back tankbusters such as in Valigarmanda. I do agree that outside of those circumstances however, some of the abilities seem a bit redundant. Maybe adjusting what some of the cards do could be a nice change! Now if raid design included more individual instances of damage, we'd fine more value in these other cards, but we'll have to wait and see what they're cooking up.

I and another poster (very sarcastically) explained the allure of ShB and EW cards. I would check page 2 of the comments as I cba to retype it.I actually prefer the new system of cards over its variation in EW. I find the extra mits and heals helpful, especially when there are back to back tankbusters such as in Valigarmanda. I do agree that outside of those circumstances however, some of the abilities seem a bit redundant. Maybe adjusting what some of the cards do could be a nice change! Now if raid design included more individual instances of damage, we'd fine more value in these other cards, but we'll have to wait and see what they're cooking up.
I haven't played DT AST yet, so this is a very knee-jerk thought, but I think what's missing from the new card system is a self/cohealer card. I think a card from each aspected draw should be serious contenders to be used on yourself or your cohealer. Like The Arrow could grant sprint to a target, and The Ewer could be the healing potency buff.
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