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  1. #1
    Player
    Mae_Proet's Avatar
    Join Date
    Jan 2022
    Posts
    20
    Character
    Mae Proet
    World
    Brynhildr
    Main Class
    Astrologian Lv 100

    I love Astrologian - Minor Arcana Rework Suggestion

    Hello everyone,

    I currently enjoy Dawntrail's version of Astrologian, so much so, it's now my main healer. I only have one suggestion for it, and I'm curious about your thoughts on it.

    It's for Minor Arcana - rather than give me Lord or Lady, I would prefer that Minor Arcana be reworked to convert the next card you use into a team-wide/party card. For example, rather than the balance just going on one person, through this reworked Minor Arcana, it'd be applied to everyone.

    I'm suggesting this for two reasons: 1) it's fun to see my cards apply to everyone in pvp, and 2) it feels better as a controller player.

    As of now, I have to create macros to comfortably weave my cards on controller. Through this rework of Minor Arcana, I could just convert my cards into team-wide/party cards without having to go through the hassle of using the directional pad to select a player (which I do sometimes).

    As for lord and lady, using lord isn't that impactful or fun to use. While lady certainly has its use, Astrologian has enough instant heals to comfortably do without it.

    What are your thoughts on this suggested rework?
    (0)

  2. #2
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,125
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    This would not work, as you might as well remove it then and just make the +damage cards AoE. That's the actual outcome of this change.
    (1)

  3. #3
    Player
    Mae_Proet's Avatar
    Join Date
    Jan 2022
    Posts
    20
    Character
    Mae Proet
    World
    Brynhildr
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Carighan View Post
    This would not work, as you might as well remove it then and just make the +damage cards AoE. That's the actual outcome of this change.
    What if giving the cards single target offered a player an extra 1-2 percent dps?

    Even without it, I wouldn't be against the damage cards being aoe, and the utility cards being single or team-wide.
    (0)

  4. #4
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,393
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mae_Proet View Post
    What if giving the cards single target offered a player an extra 1-2 percent dps?

    Even without it, I wouldn't be against the damage cards being aoe, and the utility cards being single or team-wide.
    The single target cards would have to be about 15-20% stronger used on the correct DPS at the correct time in their rotation to overcome how much better an AOE card would be

    At that point AST is doing 40% more damage than the other healers
    (1)
    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

  5. #5
    Player
    Mae_Proet's Avatar
    Join Date
    Jan 2022
    Posts
    20
    Character
    Mae Proet
    World
    Brynhildr
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The single target cards would have to be about 15-20% stronger used on the correct DPS at the correct time in their rotation to overcome how much better an AOE card would be

    At that point AST is doing 40% more damage than the other healers
    So if Astro's damage cards just became aoe cards, it'd end up being overpowered in the dps department? Would keeping the damage buffs at a minimum and/or significantly reduce them help in balancing out an aoe damage card idea?
    (0)

  6. #6
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,393
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mae_Proet View Post
    So if Astro's damage cards just became aoe cards, it'd end up being overpowered in the dps department? Would keeping the damage buffs at a minimum and/or significantly reduce them help in balancing out an aoe damage card idea?
    The way the current design of AST is set up is that both damage cards go under the two minute burst window when you press divination, if you made the cards AOE they would be stacking with divination and the other party buffs

    3 AOE buffs at the same time would be enormous for their rDPS, you’d either need to make each worth like 1% or nerf their personal DPS massively
    (1)
    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

  7. #7
    Player
    Mae_Proet's Avatar
    Join Date
    Jan 2022
    Posts
    20
    Character
    Mae Proet
    World
    Brynhildr
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The way the current design of AST is set up is that both damage cards go under the two minute burst window when you press divination, if you made the cards AOE they would be stacking with divination and the other party buffs

    3 AOE buffs at the same time would be enormous for their rDPS, you’d either need to make each worth like 1% or nerf their personal DPS massively
    So would making each worth 1 percent work? Personally, I'd be fine with that. I'm mostly concerned with how Astro feels on controller, working from my experience in pve and pvp. I'd be fine with a bunch of 1 percent buffs to accommodate aoe cards. It'd make the Astro experience a lot smoother for me.
    (0)

  8. #8
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,125
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Mae_Proet View Post
    So would making each worth 1 percent work? Personally, I'd be fine with that.
    You might be, but there's a ramnifications of such a change.

    Among others, there's the thing that this would make Astro significantly weaker outside of raids, as there are a) less people to affect and b) things don't align as well in dungeons.

    From a controller perspective and not wanting to select targets for cards, maybe a better thing would be what someone else suggested in another thread: Making cards able to be attacks. What we could then do is that if you use them as attacks, they'll automatically select a "good" target nearby (the DPS cards the closest damage dealer, the tank cards the closest tank, the support cards the close person with the least health). That way, we can select whether to pick targets or do some minor extra damage but in return lose the ability to optimize the utility.
    (1)

  9. #9
    Player
    Mae_Proet's Avatar
    Join Date
    Jan 2022
    Posts
    20
    Character
    Mae Proet
    World
    Brynhildr
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Carighan View Post
    You might be, but there's a ramnifications of such a change.

    Among others, there's the thing that this would make Astro significantly weaker outside of raids, as there are a) less people to affect and b) things don't align as well in dungeons.

    From a controller perspective and not wanting to select targets for cards, maybe a better thing would be what someone else suggested in another thread: Making cards able to be attacks. What we could then do is that if you use them as attacks, they'll automatically select a "good" target nearby (the DPS cards the closest damage dealer, the tank cards the closest tank, the support cards the close person with the least health). That way, we can select whether to pick targets or do some minor extra damage but in return lose the ability to optimize the utility.
    I like that. I'd be fine with these changes as it'd allow me to select a person sometimes, when I'm able to. Aside from that, I'm still a fan of Minor Arcana, at least for utility cards, being able to convert them into party/team-wide buffs.
    (0)

  10. #10
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    The cards should be on the GCD, personally i think this would be an engaging way to move one of the 4 healers away from single button spam by requiring them to engage with their core mechanic. I think OGCDs on healers in general have gotten out of hand which leads to the monotonous spamming of a single button.


    Every card should have random effects similar to their Stormblood version
    Royal Roading these 3 gives you Enhanced effect which doubles the effect of a card however makes it so it only applies to 1 person
    Balance = 5% Damage
    Spear = 5% Crit
    Arrow = 5% Dhit
    These 3 cards give you the spread effect
    Ewer = MP
    Bole = Damage Reduction
    Spire = Regen
    Divination should be removed and instead you get sleeve draw every 2mins that allows you to prep the cards.

    Royal Road returns as an GCD that allows you to strengthen, or spread a card and offers a minor heal effect equivalent to the effect lady of crowns

    Upon executing sleeve draw (OGCD), Lord of crowns is drawn which is the same potency as the balance and is always played as a spread, lady of crowns(OGCD) is also able to be used and will replace sleeve draw until used which will replace oracle as a powerful ogcd attack for you to use
    for balance purposes. You can only benefit from 1 card effect at a time so no stacking balance with lord, or crit with lord. the goal is to prep the 2 min window with a spread balance then use sleeve draw to draw lord and lady. Lady will be used like oracle is now for potency and lord is used as a way to effectively extend the duration of AST balance from 15 secs to 30 secs effectively giving the party a "second potion"


    Cards are now on a 30 sec cool down

    This system should fix alot of the issues stormblood AST had, Sleeve draw is a good way to give you a controlled spread balance every 2 mins including the start of the fight but also allows the ast to have a powerful card to put in 2 mins should they die. meanwhile, AST regular card goal is to have a spread balance every single minute. thats the goal of having cards reduced to 30.

    Balance fishing will still be a thing but i think thats fine, the fact that the job at least has 2 other supplementary good cards makes it so the rng isn't so lopsided but is also something sweaty players can toy with.

    The cards WILL be on the gcd though, light speed will be nerfed and instead, the cards manipulation will act as a mobility too. Draw will not have any charges, however redraw will have 3 charges and will also be on the gcd meaning using your redraw and your royal road function will be your rigidity free movement options meanwhile draw and play will be on tight timers but they can also still be used for mobility if it's convenient, however it won't be worth delaying the draw cd or the playing of the card.
    (1)
    Last edited by Wayfinder3; 08-25-2024 at 05:56 AM.

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