![]() It allows for more flexible play, not being constrained to play a card on a specific job or even player every time for efficiency, but instead being able to think about matching burst or sustain out of your entire party. Moving to a flat damage bonus over stat specific buffs has a few advantages too. ![]() It's efficiency might vary, which is a big point of the new card system, but it will never be not useful. At most they can serve as emergency solutions to problems that can be prevented by experience in the first place, and even then it might already be too far gone, or the card might not show up, again being unreliable.ĭamage increases on the other hand are universally applicable, there is almost never a time where a DPS buff is useless. You cannot rely on a Spire or Ewer to allow for AoE (for example). You cannot rely on a Bole to mitigate a tankbuster. That is where the old card system failed. With all utility and mitigation having it's place, it needs to be reliable. As such, you can plan healing, mitigation, utility and similar cooldowns ahead of time, with at most a few changes in fights like O7S or E11S, but never anything significant. DPS focus is a result of the game's design, where fights are scripted, and variance is minimal. The issue was never a "DPS meta" of any kind. Personally I hope they give AST a skill where you can set a card on the field and it becomes an aoe buff. AST functions well in 5.0 so ppl shouldn't feel bad they missed out but as far as the future of the class, its anyone's guess. I feel like the took the player feedback of Balance fishing but failed to understand that players wanted the other cards to feel useful and not have all cards be Balance. All three are a dps buff but still retain a bit of situational usefulness while never being outright useless in any situation. I understand the game has shifted to a pure dps meta with HEAVY focus on balance but at the very least they could have divided the cards into three categories damage, crit up, DHC up, to test the waters instead of gutting it entirely. I also think that making all cards just give a minor damage buff to be pretty lazy. IMO the biggest loss was Royal Road and that feeling of setting up your hand for a big pay out made you feel like you were playing a TCG like magic or yugioh. If AST was in ARR it might be a different situation because the game was slow enough were niche skills were valued and phase transitions were very important, to the point where dps had to stop. ![]() The cards in 3.0-4.0 were designed with utility in mind, in a game where raid design is pure dps. This will display as: Hildibrand is my hero.If you're posting a submission with spoilers in the body or potentially comments, click "spoiler" after you've submitted it. ![]()
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