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In my opinion, the current AST's whole DPS card kit has its ups and downs.
The Pros:
It's good for raiding, it has a high rDPS.
Statistically, the numbers are consistent because we have plenty of 'DPS cards'because that's all we have now.
The cons:
- Lack of different card skills for versatility & lore
- Still makes people fish for DPS
- Doesn't feel impactful on the average player without looking at raw statistics
- Less situational versatility (too focused on raid DPS)
Indepth Analysis on the Cons:
Storyline at level 30 introduces 6 different skills and it's up to you to choose how to utilize them. After reading the skill descriptions, you actually have 2 card skills. 4 of them are just renamed. The main focus of the AST gameplay that separates other healers - the card effects - was lost, which was the most the interesting point of the job.
It's been said in the past that people only fish for balances for DPS. As someone who started in the 5.1 patch on AST, I can assure you that with this new card system, I'm still fishing for DPS via seals. It didn't address the issue with different cards being utilized. I'm still fishing for DPS! The only difference now how it's been fished. It looks like they slapped a band-aid by making a 2-card system 'complex' and called it a day while removing what was fundamentally, the core of the class.
Next issue I found - the impact of the cards for the situation. The AST storyline made me think the cards will help adjust the situation on the battlefield. Even if I know a 6% DPS increase is doing something, it's not as noticeable as I'm not the DPS/tank putting out the new numbers. I should not need a parse to feel that impact either. Sure, things die faster when you increase DPS, but when my tank pulls a lot in a place like Aurum Vale, sometimes it's nicer to have a mitigation card than a 6% DPS increase.
A 6% DPS to 8% DPS increase doesn't make up for solo instances where I have to output damage on my own. Having the old Lord of Crowns would be better. Old Lady of Crowns could be reworked though.
I came up with these ideas after hearing a ShB quote and looking through old gameplay of AST.
Quote:
We may accept this fate or defy it, but we cannot deny it.
What I pictured to have happened when I saw this is -
1. Play (accept)
2. Minor Arcana (Defy)
3.Redraw (Cannot Deny)
Here are my ideas:
- Have 6 different card effects like storyline says we do.
- Remove redraw to prevent fishing, replace it with Spread. Make every card count.
- Change Balance to not give DPS. Move all DPS gain into Divination (adjusted).
- Make divination require any 3 seals and give a FLAT % DPS gain for consistency.
- Lord of Crowns can be a flat DPS attack. Lady of Crowns can be an AoE DPS attack/mitigation.
- I'd like to see Royal Road return for more versatility, but that's asking for a lot at this point.
Continue reading...
In my opinion, the current AST's whole DPS card kit has its ups and downs.
The Pros:
It's good for raiding, it has a high rDPS.
Statistically, the numbers are consistent because we have plenty of 'DPS cards'
The cons:
- Lack of different card skills for versatility & lore
- Still makes people fish for DPS
- Doesn't feel impactful on the average player without looking at raw statistics
- Less situational versatility (too focused on raid DPS)
Indepth Analysis on the Cons:
Storyline at level 30 introduces 6 different skills and it's up to you to choose how to utilize them. After reading the skill descriptions, you actually have 2 card skills. 4 of them are just renamed. The main focus of the AST gameplay that separates other healers - the card effects - was lost, which was the most the interesting point of the job.
It's been said in the past that people only fish for balances for DPS. As someone who started in the 5.1 patch on AST, I can assure you that with this new card system, I'm still fishing for DPS via seals. It didn't address the issue with different cards being utilized. I'm still fishing for DPS! The only difference now how it's been fished. It looks like they slapped a band-aid by making a 2-card system 'complex' and called it a day while removing what was fundamentally, the core of the class.
Next issue I found - the impact of the cards for the situation. The AST storyline made me think the cards will help adjust the situation on the battlefield. Even if I know a 6% DPS increase is doing something, it's not as noticeable as I'm not the DPS/tank putting out the new numbers. I should not need a parse to feel that impact either. Sure, things die faster when you increase DPS, but when my tank pulls a lot in a place like Aurum Vale, sometimes it's nicer to have a mitigation card than a 6% DPS increase.
A 6% DPS to 8% DPS increase doesn't make up for solo instances where I have to output damage on my own. Having the old Lord of Crowns would be better. Old Lady of Crowns could be reworked though.
I came up with these ideas after hearing a ShB quote and looking through old gameplay of AST.
Quote:
We may accept this fate or defy it, but we cannot deny it.
What I pictured to have happened when I saw this is -
1. Play (accept)
2. Minor Arcana (Defy)
3.
Here are my ideas:
- Have 6 different card effects like storyline says we do.
- Remove redraw to prevent fishing, replace it with Spread. Make every card count.
- Change Balance to not give DPS. Move all DPS gain into Divination (adjusted).
- Make divination require any 3 seals and give a FLAT % DPS gain for consistency.
- Lord of Crowns can be a flat DPS attack. Lady of Crowns can be an AoE DPS attack/mitigation.
- I'd like to see Royal Road return for more versatility, but that's asking for a lot at this point.
Continue reading...