Yet another topic about how to 'fix' Astro from a disgruntled ex-Astro player. There have been dozens of this already but dammit here is another one if only for one singular purpose: to keep the conversation of dissatisfied Astros going until the dev team is forced to contend with it.
The core of this 'rework' is to normalize rng and buffs to try and get the best of both world and will probably please no one. To that end we:
-We're going to revert the effects on most card abilities back to Stormblood era, changes listed below.
Royal road is back, minor arcana is random again, and you can store a card.
-We're going to keep the melee buff card and ranged buff card as dps boosts however for 2 of the cards.
-We're going to keep horoscope as an ability but change the activation criteria.
-We're going to make the cards you draw 'predictable'
So how do we fulfill all that? Well, when you draw an play an arcana, you cannot get that arcana again until you've drawn all the other ones. So within a 3 minute interval, you can only draw the 6 different arcana's with no repeats. I call it the phase mechanic.
Phase Mechanic
A phase is the time in which the Astro draws all 6 arcanams. In a given phase, each can only be drawn once. You can keep track of the arcanas you have used with a new ui showing the arcanas you have used, a card stack. Upon performing most actions with a card (play, royal roaD, minor arcana) then the card's arcana is added to a stack.
Storing a card does not add it to the stack until played, but it will not show up again until you start a new phase. Once you have drawn all 6 cards you cannot draw more until you use the 'discard' or horoscope action. You can only discard or use horoscope once you have all 6 arcanas (unless out of combat). Your overall goal within in phase is to work with the order you draw the 6 arcanas.
Cards
*Major Arcanas
Balance: Increased Healing received
Bole: Reduced damage taken
Arrow: Plus x% damage on ranged, x%/2 on melee
Spear: Plus x% damage on melee, x%/2 on ranged
Ewer: Spells cost 10% less mp
Spire: Cast time reduced by 1 second (does not effect gcd)
*Royal Road
Balance/Bole: Increased Effect
Arrow/Spear: Increased Duration
Ewer/Spire: Expanded ranged, dulled effect
Continue reading...
The core of this 'rework' is to normalize rng and buffs to try and get the best of both world and will probably please no one. To that end we:
-We're going to revert the effects on most card abilities back to Stormblood era, changes listed below.
Royal road is back, minor arcana is random again, and you can store a card.
-We're going to keep the melee buff card and ranged buff card as dps boosts however for 2 of the cards.
-We're going to keep horoscope as an ability but change the activation criteria.
-We're going to make the cards you draw 'predictable'
So how do we fulfill all that? Well, when you draw an play an arcana, you cannot get that arcana again until you've drawn all the other ones. So within a 3 minute interval, you can only draw the 6 different arcana's with no repeats. I call it the phase mechanic.
Phase Mechanic
A phase is the time in which the Astro draws all 6 arcanams. In a given phase, each can only be drawn once. You can keep track of the arcanas you have used with a new ui showing the arcanas you have used, a card stack. Upon performing most actions with a card (play, royal roaD, minor arcana) then the card's arcana is added to a stack.
Storing a card does not add it to the stack until played, but it will not show up again until you start a new phase. Once you have drawn all 6 cards you cannot draw more until you use the 'discard' or horoscope action. You can only discard or use horoscope once you have all 6 arcanas (unless out of combat). Your overall goal within in phase is to work with the order you draw the 6 arcanas.
Cards
*Major Arcanas
Balance: Increased Healing received
Bole: Reduced damage taken
Arrow: Plus x% damage on ranged, x%/2 on melee
Spear: Plus x% damage on melee, x%/2 on ranged
Ewer: Spells cost 10% less mp
Spire: Cast time reduced by 1 second (does not effect gcd)
*Royal Road
Balance/Bole: Increased Effect
Arrow/Spear: Increased Duration
Ewer/Spire: Expanded ranged, dulled effect
Continue reading...