Everything Wrong With 5.3 Ast Sleeve Draw [translated Jp Duplicate Thread]

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Disclaimer: This is a duplicate thread from the JP forums, translated in the hope to open discussion in the English community. LINK TO ORIGINAL POST
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I predict that the changes to Sleeve Draw in 5.3 is mainly a response to:
A. Voices about how the difficulty/complexity of 5.x~5.2 sleeve draw had “bad QoL”
B. Voices about the stress around obtaining Divination Seals

Assuming the intent of these adjustments was QoL improvement catered to these voices, the real issues I have with new Sleeve can be broken down into two main points:

1. By reducing the total number of cards obtained, you destroyed a major optimization fun factor;
2. This implementation is flawed as a QoL improvement in the first place


Here are my thoughts about these points in detail.

[1. By reducing the total number of cards obtained, you destroyed a major optimization fun factor.].

While certainly outside the volume zone of the game’s population, there are a certain number of core players who love to do fights, and do them well. For those players, the process of being inventive, optimizing, and discovering how to do things better than the general public are fun factors.
The merits of optimizing AST cards are huge, and there are people that enjoy this immense advantage gained by optimizing cards correctly. However, this implementation of Sleeve Draw takes away a great deal from this enjoyment.

I felt this was well summed up by this response I saw in the Astrologer's Thread: LINK
Quoted below:

“There are many possible ways to play Shadowbringers AST cards as they are single target and can be played to any party member anytime during a 30 second window. Optimizing cardplay thus requires knowledge of your party’s jobs in addition to your own, which makes it very interesting and rewarding to do.
Sleeve Draw in particular allowed you to play an additional three cards in a burst window, so by spreading timelines of each job involved in this burst and doing simple math, I was able to come up with priorities on the most optimal action for every oGCD window. There was material return in doing this work, which made optimizing and playing this job worthwhile.”


What I want to request is, please do NOT deny us the pleasure of such optimization in the name of QoL improvements.

Continues to post 2...

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