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  1. #1
    Player
    -Chrona-'s Avatar
    Join Date
    Aug 2015
    Posts
    3
    Character
    Minako Aino
    World
    Ragnarok
    Main Class
    Ninja Lv 90

    An idea of how to improve/change Astral/Umbral Draw:

    Title is plain and simple.

    AST isn't fun.. We get 2 DPS cards, and 4 "uhh, I guess you can have this one" cards

    That being said, I understand that it was very confusing to figure out what card went to whom, and what affected what, etc.(it really wasn't, just read the tooltips...) My suggestion to the devs/idea for the players is thus:

    When we use Astral Draw or Umbral Draw, we get a "Balance/Spear" that, no matter if melee or ranged, gets a 3% damage boost.

    Additionally, the effect of "Cannot be stacked with "Balance, Spear," can be added to prevent making it too strong and messing up damage output, making a particular class stronger than another because they got 6% damage boost because you threw the card on the SAM, used Umbral Draw, and then reapplied the card again, or in some DF cases, two AST in the same party.

    Another idea could be change the effects of the cards to be beneficial to the party. We could change Arrow/Bole to make the next cast cost 0MP, and Ewer/Spire can give an AOE Divine Benison equivalent; just something to reduce some damage incoming.
    So using Astral/Umbral Draw would look as such:
    • One DPS, non role-specific + 3% damage card
    • Next cast costs 0MP
    • One AOE 500 potency shield
    and depending on whether it's Astral or Umbral, you of course get Lord or Lady.

    Admittedly, this doesn't change a whole lot for AST, so that's where the other side of my weird thought process comes in. Instead of party assists, upon execution of Umbral/Astral Draw, you draw 3 damage increase cards, that also do not stack with each other, to allow for disbursement to 3 dps, whether in opener, their personal burst window, or to pad your numbers.

    Alternatively, change Lady/Lord to something like "Play IV" that changes the effect to a 10% HP shield for 5 seconds, that when broken applies a healing over time of 200 potency to the party, dealing unaspected damage with a potency of 150. The effect will also apply upon expiration of the card, similar to Arcane Crest.

    Overall, I feel like AST sounds really cool on paper, and has been something I've on and off enjoyed playing since I first heard about it at HW Fanfest in 2016. That being said, I'm not currently enjoying the experience. As stated before, two (possible) ways to change up the card system would be as such:
    • One DPS, non role-specific + 3% damage card
    • Next cast costs 0MP
    • One AOE 500 potency shield
    and depending on whether it's Astral or Umbral, you of course get Lord or Lady.

    OR:
    • DPS non specific damage card
    • DPS non specific damage card
    • DPS non specific damage card
    and each Astral/Umbral you get an AOE Arcane Crest with a 150 unaspected damage potency

    How do others feel about this? Am I out of my mind, and have no idea what I'm talking about, or is it something that sounds good, but executed is just awful? I'd like to hear input on this.
    (0)

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,241
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    They really have a few avenues they could go down with the cards

    1) revert to a slower version of ShB AST where all cards are DPS but it’s RNG which card you get and each card biases a particular role so you have to consider if you want to give a card to that role or redraw it for a different role

    2) keep a similar system to now but cut out non card heals that do equivalent things, like if you want spire to be a shield you need to reduce how much we use CI

    3) make cards non healing and non damage- ie pure utility

    Right now the current card system suffers from being a watered down ShB system shoved full of pointless heal bloat that just mimics the healing we already have too many charges of
    (0)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  3. #3
    Player
    NegativeS's Avatar
    Join Date
    Jun 2021
    Location
    Azeroth
    Posts
    803
    Character
    Negative Space
    World
    Seraph
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Right now the current card system suffers from being a watered down ShB system shoved full of pointless heal bloat that just mimics the healing we already have too many charges of
    This is my main issue with DT AST, every new card effect bar maybe one is something we already have 2 or more buttons to accomplish, except the cards are just worse versions of them that require way too much preplanning for them to be of any use other than as fire and forget mitigation.

    At least in EW, the cards felt like you were being useful beyond healing.
    (3)

  4. #4
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,058
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    As with many things, the only reason we think of the 4 defensive cards as so meh is because there is so little pressure on the group.

    If we had more damage on both the tank and also the raid, including non-spread damage (say, each autoattack in addition to causing 30k-40k actual HP damage to the tank there's 2x20k damage to random non-tank partymembers) then we'd think much more highly of these cards, as they'd be quite useful oGCDs for assisting with these situations.

    The big issue is always less with our kit, but 95%-99% of the kit going unused due to a lack of incoming damage.
    (0)

  5. #5
    Player
    Zaytex's Avatar
    Join Date
    Mar 2022
    Posts
    118
    Character
    Zaytex Zanshin
    World
    Zodiark
    Main Class
    White Mage Lv 100
    literally just revert AST to SHB, done, jobs fun and great again.
    (0)

  6. #6
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,058
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Zaytex View Post
    literally just revert AST to SHB, done, jobs fun and great again.
    Yaaay, not being in any raids. The fun! The joy! The amaze!
    (0)

  7. #7
    Player
    Kissune's Avatar
    Join Date
    Apr 2024
    Posts
    205
    Character
    Pathetic Loser
    World
    Coeurl
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Carighan View Post
    Yaaay, not being in any raids. The fun! The joy! The amaze!
    I'd just play AST anyways who gives a shit if it's meta or not. People care so much about so called meta lists. Can it clear the fight? Yes? Good enough. If everyone just played what was the best all the time we wouldn't have every job represented in clears.

    I don't care if AST is strong or not. I want it to be fun. It's strong as fuck right now, but it ain't fun.
    (0)
    I gave AST a shot, and it's still miserable to play, even to think about. Worst iteration by far. Praying for 8.0, I guess...

  8. #8
    Player
    FurryFrikker's Avatar
    Join Date
    Feb 2022
    Posts
    2
    Character
    Aki Momiji
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Carighan View Post
    Yaaay, not being in any raids. The fun! The joy! The amaze!
    Did we play the same tiers? AST was incredibly popular back then, being the 2nd most played job in Promise and 7th most played in Verse overall, but became the 2nd most popular healer after the changes in 5.3.
    (2)

  9. #9
    Player
    Zakuyia's Avatar
    Join Date
    Apr 2022
    Location
    Gridania
    Posts
    594
    Character
    Zakuyia Shizyuie
    World
    Zalera
    Main Class
    Dancer Lv 100
    Give us attack speed and mp regain like back in storm blood
    (2)


    You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.

  10. #10
    Player
    Kissune's Avatar
    Join Date
    Apr 2024
    Posts
    205
    Character
    Pathetic Loser
    World
    Coeurl
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Zakuyia View Post
    Give us attack speed and mp regain like back in storm blood
    attack speed would be fun, but mp regen is so beyond worthless nowadays. every single caster is mp positive, you'd basically just us an mp regen card as a dps boost for dark knights and that's it. it would be nice in a recovery scenario but i'd rather have a card that isn't only useful when people fuck up
    (2)
    I gave AST a shot, and it's still miserable to play, even to think about. Worst iteration by far. Praying for 8.0, I guess...