Since trying to redesign AST cards are all the rage nowadays on the forums. I decided to post mine out of boredom. While I personally enjoy the current card system. This is what my fantasy was for the card system to function like prior to shb.
In this concept. Draw would be divided into two, Astral Draw and Umbral Draw. Both are on separate 30 second cooldowns.
Astral Draw would draw an Astrally Aspected arcanum from the divining deck, allowing you to grant an ally a Fortune effect. A player can only have one Fortune at a time and the most recently applied effect would overwrite the past effect.
The Balance: Increase Det by 10%.
The Spire: Increase Crit by 10%
The Arrow: Increase DH by 10%
These effects would last for 15 seconds.
The change from Spear to Spire was purely an aesthetic decision since the Spire is the Lightning card, which is an Astral element, whereas the Spear is the Ice card, which is an Umbral element.
Umbral Draw would draw an Umbrally Aspected arcanum from the divining deck, allowing you to grant the enemy a Misfortune effect. An enemy can only have one Misfortune at a time and the most recently applied effect would overwrite the past effect.
The Bole: 1% Physical Damage Vulnerability
The Ewer: 1% Magical Damage Vulnerability
The Spear: .5% General Damage Vulnerability
These effects are intentionally incredibly weak due to how other old card mechanics would interact with them.
Royal Road: Would only affect and be generated by Astral Draws, it would've been the same otherwise
Balance: 150% Potency
Spire: 50% Potency + AoE
Arrow: 200% Duration
Spread: Would only affect Astral Draws
Redraw: Affects the last draw preformed.Action Would Change to Astral Redraw after an Astral Draw and Umbral Redraw after an Umbral Draw.
Minor Arcana: Affects the last draw preformed. Astral Draws would become Lady of Crowns. Which at the time of last brainstorm was still going to be a heal.
Umbral draws would become Lord of Crowns. Which would've had an additional effect of refreshing the duration of the current Misfortune regardless of whomever applied it.
Time Dilation: It ofc has no effect on Umbral Draws due to being targeted on a party member only.
Celestial Opposition would also increase the duration of Misfortunes applied to enemies hit by the effect.
The final part of the concept was a cooldown designed specifically to interact with Misfortunes.
Twist of Fate: 180 sec recast. Increases the effect of the currently applied Misfortune on the target enemy to 10% for the Bole and Ewer and to 6% for the Spear.
Additional effect: All enemies within 10 yalms of the target would receive half of currently applied Twist of Fate damage vulnerability. This effect ends when Twist of Fate ends.
Duration: 12 seconds
When Twist of Fate ends, the target will be afflicted with "Uncertain Fate" preventing the reapplication of Twist of Fate for 120 seconds.
Essentially this would grant the AST an ability that was effectively a trick attack, and additionally provide the AST a way to AoE the debuff under controlled instances. The Uncertain Fate mechanic was an intentional measure to prevent multiple ASTs from chaining the effect for a higher uptime.
The idea of the system would've been that Astral Draw performs the role filled by the old card system, while still providing damage to the group. And in emergencies you could've ofc converted the cards into a heal with Lady of Crowns with complete reliability.
Whereas with Umbral Draws, the concept would've been that the ast would try to redraw for the appropriate debuff for their group, and once it was applied to the enemy, the AST would then spend all subsequent Umbral Draws on Lord of Crowns to deal damage and maintain the debuff. The one effect per target limitation was completely intentional to keep multiple asts from compounding their power. However, all ASTs in a group could've still maintained the debuff with their Lord of Crowns.
Continue reading...
In this concept. Draw would be divided into two, Astral Draw and Umbral Draw. Both are on separate 30 second cooldowns.
Astral Draw would draw an Astrally Aspected arcanum from the divining deck, allowing you to grant an ally a Fortune effect. A player can only have one Fortune at a time and the most recently applied effect would overwrite the past effect.
The Balance: Increase Det by 10%.
The Spire: Increase Crit by 10%
The Arrow: Increase DH by 10%
These effects would last for 15 seconds.
The change from Spear to Spire was purely an aesthetic decision since the Spire is the Lightning card, which is an Astral element, whereas the Spear is the Ice card, which is an Umbral element.
Umbral Draw would draw an Umbrally Aspected arcanum from the divining deck, allowing you to grant the enemy a Misfortune effect. An enemy can only have one Misfortune at a time and the most recently applied effect would overwrite the past effect.
The Bole: 1% Physical Damage Vulnerability
The Ewer: 1% Magical Damage Vulnerability
The Spear: .5% General Damage Vulnerability
These effects are intentionally incredibly weak due to how other old card mechanics would interact with them.
Royal Road: Would only affect and be generated by Astral Draws, it would've been the same otherwise
Balance: 150% Potency
Spire: 50% Potency + AoE
Arrow: 200% Duration
Spread: Would only affect Astral Draws
Redraw: Affects the last draw preformed.Action Would Change to Astral Redraw after an Astral Draw and Umbral Redraw after an Umbral Draw.
Minor Arcana: Affects the last draw preformed. Astral Draws would become Lady of Crowns. Which at the time of last brainstorm was still going to be a heal.
Umbral draws would become Lord of Crowns. Which would've had an additional effect of refreshing the duration of the current Misfortune regardless of whomever applied it.
Time Dilation: It ofc has no effect on Umbral Draws due to being targeted on a party member only.
Celestial Opposition would also increase the duration of Misfortunes applied to enemies hit by the effect.
The final part of the concept was a cooldown designed specifically to interact with Misfortunes.
Twist of Fate: 180 sec recast. Increases the effect of the currently applied Misfortune on the target enemy to 10% for the Bole and Ewer and to 6% for the Spear.
Additional effect: All enemies within 10 yalms of the target would receive half of currently applied Twist of Fate damage vulnerability. This effect ends when Twist of Fate ends.
Duration: 12 seconds
When Twist of Fate ends, the target will be afflicted with "Uncertain Fate" preventing the reapplication of Twist of Fate for 120 seconds.
Essentially this would grant the AST an ability that was effectively a trick attack, and additionally provide the AST a way to AoE the debuff under controlled instances. The Uncertain Fate mechanic was an intentional measure to prevent multiple ASTs from chaining the effect for a higher uptime.
The idea of the system would've been that Astral Draw performs the role filled by the old card system, while still providing damage to the group. And in emergencies you could've ofc converted the cards into a heal with Lady of Crowns with complete reliability.
Whereas with Umbral Draws, the concept would've been that the ast would try to redraw for the appropriate debuff for their group, and once it was applied to the enemy, the AST would then spend all subsequent Umbral Draws on Lord of Crowns to deal damage and maintain the debuff. The one effect per target limitation was completely intentional to keep multiple asts from compounding their power. However, all ASTs in a group could've still maintained the debuff with their Lord of Crowns.
Continue reading...