To be frank, I hate the new card system with a passion. It feels meaningless when 4 of the 6 cards essentially go to the tank and the tank does not need them as they are all decked out with their new mitigation and self sustain. To quote another poster, the cards feel like fluff. I do not feel as though they contribute in any meaningful way to aiding my team or better assisting in the fight.
The way FFXIV's system works is everyone is a dps with the healer and tank roles having a few extra buttons that allow them to take damage or heal it. But a team's goal is to kill the boss as fast as possible before the boss kills you. So why is it that the card system of EW and ShB which focused on maximizing this core belief of FF combat, the card system which focused on improving the team's dps was scrapped for this... Fluff? Playing Astro is a challenge anymore. The main skill expression of the class is gone and replaced by preassigned, scripted cards with only 2 of them having any real impact. And for those advocating for the mitigation card, we already have single target mitigation. Why do we need more? If a tank is that bad at rotating their mitigation that we need more mitigation to help them, then there is a problem with the tank. No other healer has more than one single target mitigation.
I did not mind the randomness of the cards. It gave me, and I'm sure, other Astro players, a chance to flex their skills by reacting on the fly. But now, every minute I get 1 useful cards and 2 others I dump on the tank. I had hoped and prayed that 7.05 they would revert these awful changes, but all they did was apply a bandaid in the form of removing the cool down on the play. Yay... I can now play my 4 useless cards faster. Please give us back the old card system at least until you devs can figure out what else to do with astro in 8.0. I truly hate this new one.
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The way FFXIV's system works is everyone is a dps with the healer and tank roles having a few extra buttons that allow them to take damage or heal it. But a team's goal is to kill the boss as fast as possible before the boss kills you. So why is it that the card system of EW and ShB which focused on maximizing this core belief of FF combat, the card system which focused on improving the team's dps was scrapped for this... Fluff? Playing Astro is a challenge anymore. The main skill expression of the class is gone and replaced by preassigned, scripted cards with only 2 of them having any real impact. And for those advocating for the mitigation card, we already have single target mitigation. Why do we need more? If a tank is that bad at rotating their mitigation that we need more mitigation to help them, then there is a problem with the tank. No other healer has more than one single target mitigation.
I did not mind the randomness of the cards. It gave me, and I'm sure, other Astro players, a chance to flex their skills by reacting on the fly. But now, every minute I get 1 useful cards and 2 others I dump on the tank. I had hoped and prayed that 7.05 they would revert these awful changes, but all they did was apply a bandaid in the form of removing the cool down on the play. Yay... I can now play my 4 useless cards faster. Please give us back the old card system at least until you devs can figure out what else to do with astro in 8.0. I truly hate this new one.
Continue reading...