@@StrikerTVFang The randomness was just in whether you got your full astrodyne, and whether you got a card suitable for your best DPS. (i.e. You are in a dungeon with two melees and draw a ranged card.) So there was randomness, just not particularly interesting randomness. Still, it did technically make you make reactive decisions.
@@StrikerTVFang 1. That is not how astro was always, pre ShB had different card effects and randomness 2. You still had to think about what Dps to play cards on in terms of optimization which made the job still engaging in 5.0 and 6.0 Also, when you have the exact same cards, you just map out what cards go where in the fight and barely if ever differ.
Little sad that the mana regen from Astrodyne is gone and we only have a 5% mana restore every 60 seconds from the new draw. Now im finally going to have to put some piety into my astro lol
AST is what I typically run on Alliance raids due to the class' sheer versatility and a card system that required paying attention to detail for maximum "benefict". Looking forward to no longer working with the asinine seal system ultimately providing so little reward for all the effort in setting up. Though it looks like I might need to write another row of user macros for "Play I / II / III" cards on each party member.
I'm really not a fan of the changes at all. There's actually *less* choice than before. The healing/mit cards will always be on tanks and there will always be clear times to use them (unless someone messes up a mechanic and you have to use it early). The DPS tools will always be on your strongest DPS. At the very least the EW system gave you the option of "oh! this card I drew is the sign I need but I already buffed both my melee. Should I just use it on a tank OR should I gamble on a re-draw to see if I get a seal I need for a ranged player". There was at least A choice to be made. There's no choice here. It's just an on-the-rails system with no meaningful decision making.
Since nobody is talking about I will. Losing astrodyne means we lose cast time and recast time bonus and mana regen and our outgoing healing potency. Is this going to be an issue? I hope not. I think the new changes might actually be better.
ast mp economy currently before 7.0 is too good, I don't even need to keep Lucid Dreaming on cooldown with it. But losing 1000 MP gain from 2 additional draws within 90s and 3500 MP from astrodyne, AST will most likely have mild MP issues again like pre-6.0.
@@HyouVizer I'm starting to wonder why MP issues are even a thing in the modern game. It doesn't seem like an interesting resource we manage (like with DRK) it's just a thing that does nothing in particular but we can run out of it. Maybe somebody can tell me why running low on MP is interesting for a healer?
I like the changes bc i never felt the full seal system actually helped me deal more damage even when turret casting. Plus I no longer have to hold off on a lady bc i know for sure my next one will be a lord and then back to lady, where currently if I draw a lady early im kinda just holding it until people need the heal and overcapping on the timer which annoys me
I'm so happy I don't have to pray to RNGesus whenever I draw cards. I've had too many occasions of rarely drawing cards to optimally boost the DPS in the party, so leaning this new card draw system would be less stressful.
I REALLY hope so. I'd like for them to just let Sage be more of a true combat medic theme. I feel the Pure Heal/Barrier Heal split would wind up limiting future jobs tbh
Me too! I really disliked when they took ast barrier away and gave them to sage. Why? Lol There is enough room in this town for us 2. I am glad our barrier is back!
@@______Mimi______ Yup. So am i. I LOVED being able to shield everyone between pull, keeping me active, then applied aoe heal on the ground, regen on tank, refresh shield, it was actually fun to try to keep every topped at all time.
Controller player button bloat intensifies.... I suppose I'll find a way to logically manage this but 4 play actions really wasn't in my list of desires.
That’s why as a beginner I stopped playing Astro the cards effect were the same just for a different role. I may give this another try after launch not sure I will abandon my glow sticks healer sage, but I did abandon my WHM for sage. I think this is much better but I know some folks will miss the heart of the cards RNG. However now the cards are truly unique
Didn't want to comment on this video at first as I thought I was alone, but the healer strike has shown me other healers see what I see and feel how I feel. AST was the healer that was still holding onto the most depth with the skin of its fingertips, both in healing and utility, and now it seems as if that depth was thrown out with the bathwater especially knowing that 5 of the 8 cards are going to be redundant healing utility, 1 of the 8 will be an attack, and the last 2 are going to be DPS buffs, the ranged buff of which will never line up with raid buffs, locking out healers, casters and phys ranged from participating in burst windows for your rDPS unless you hold it. And holding that card is already, mathematically, the foreseeable strategy. So much agency of choice and player skill expression we just had in EW has been narrowed into oblivion with this DT design concept. And that one example is just the beginning of design flaws I see. Don't get me wrong though. I completely get how this design is sensible and sensical concerning the complaints. Many players wanted less RNG. Many players wanted a less chaotic burst window. Many players wanted unique cards again. And so on. I just feel validated enough to comment after reading the media tour reactions, rework opinions and healer strike demands because I know I'm not alone or overstepping to say that these changes are not what so many ASTs meant when they said RNG, burst windows and samey cards were a problem.
Cool. AST went frombeing the lowest damage healer with the compensation of huge damage buffs to now just a jack of all trades and master of none. Unless they buff the potency of the other damage based skills, I don’t think people are gonna play AST outside of cheese starts with Macrocosmos.
@@tyler8995 Beside the numeric issues, I found Ast is inferior to WHM in many aspects already. For example, the mobility and GCD management. It is hard to tell what make Ast outstanding for now if compare the toolkits between it and the other healers.
@@MokiMullI struggle to see how. ASTRO has more Regens, more delayed effects, party buffs, and Light Speed is an insane mobility CD. Not to mention how it has more damage mitigation than WHM. WHM beats it in pure burst healing and damage, but ASTRO helps the team more and has stronger planned healing.
@@hellfrozenphoenix13 Unless the healing toolkit is limited then I would agree to your statement. The question is: Do player need that many healing abilities for the game contents? My answer is no. That says, over a half of healing abilities are not required for participating in more than 50% of raids/dungeon. So, the advantages Ast has as you say, are really hard to be experienced by the players directly. This issue will be double down as tanks will get buff in Self-sustain and mitigation. Regardless how many defensive utilities are carried, people don't care as long as the whole party survive. And there is no chance that the dev team would allow the situation where party wiped without a specific job. In terms of mobility, LS allows five continuous instant GCD per 90s, plus macrocosms, while WHM could cast 4 free instant GCD per min selectively with Lily's gauge plus dashing. WHM is more adaptable in game contents.
@@MokiMullthat's the wrong way to look at it. Both are powerful in their own rights for their own reasons. AST is more complex, solid regens and time delayed heals, and constant raid buffs. WHM is pure healing output with the benefit of holy spam. I find AST much more fun to play for that fact. There's thought behind it that leads to more engaging gameplay. That, and your argument about not using 50% of the skills in most content? Thats most healers. I also do high end content so all of those buttons get used, so that's an even more moot point. Neither is inferior to the other, they both fulfill a role but do it in different ways.
I am not a fan of this rework. Kinda kills the core of what I loved about astro (been playing since Stb) and also doesnt synergize well with the rest of the healing kit. The single target mitigation and healing cards just feel awkward tbh. I wish there were more engaging things we could actually do with the card system. However, I don't really see much room for them to do something crazy or unique with the cards as tuning is an ever present issue.
@hellfrozenphoenix13 but draw button doesnt turn into the playable card anymore. Play 1 replaces Redraw Play 2 replaces Astrodyne Play 3 ??? If astral/umbral Draw turned into one of the Play 1,2,3 actions then it be fine.
I'm excited to try this. It makes so much more sense to lean into the cards doing different things consistently over RNG, that's basically an impossible thing to balance, especially when it was tied to raid buffs(I still think raid buffs need to go) since literally everything is beholden to raid buffs. I'll take consistency over feeling like a gambler any day of the week.
You can see in the video, around the 3:20 mark, that they're on the same button, Neutral Sect just changes to Sun Sign after being pressed. It looks like for a lot of skills you'll be able to decide in the settings if you want these combo actions to be the same button or on two separate ones though, so you might be able to change that if you want
@@Wanderingplayer227 I’ve seen it in some other creator’s coverage of the media tour. I’m pretty sure Zepla talked about it, and WeskAlber may have too, sorry my memory is kinda foggy
@ShoutOfEarth that's OK thanks for the info though. That's huge for those complaining about button bloat. I personally love having alot of skills so it doesn't bother me
I like the changes AST got, no more RNG for a mechanic with little payout like the current one, however I feel like sun sign which is the 100 skill for the looks of it, it's look very mundane, it lacks flavor, the could for example in addition of the 10% mitigation the could double the duration of the first 2 cards to use or something like that, other than that I'm glad it's returning to its roots to some extent (and yeah it's gonna be a pain to use for console gamers)
So they've finally destroyed the last healer I had any semblance of fun playing. Replacing a high APM buffing burst with useless healing/shield that we don't need in the first place. I expected the worst, but seeing these changes only intensified my anger somehow. I am so done with this role.
There's a good chance you will still save light speed for 2 min burst. Opener will probably be play melee dps card, draw play ranged dps card, play lord. After opener use utility cards at some point. Use your 1 min draw and delay your dps card for 2 min burst so you can play 2 dps cards and lord with div and lightspeed at the 2 minute mark. It's only shit if they don't up ast potency to compensate losing some of the dps buffing. Saying they've destroyed it is a bit of a reach
@@Dakkuu Even if all of that is true, do you think that the amount of actions you listed is remotely comparable to what we do in EW or even what we did in ShB? When you put the worst RNG burst window side by side with what we will be getting, the comparison is laughable. Astral/Umbral Draw has a whopping 60sec cooldown, which will lead to a long boring 60sec pull countdown and the reward will be a single extra damage card. I'm sure such a thing will improve the job's popularity a bunch! /s Saying that Astro is being destroyed is not a reach, it's a reality we have been facing for a while: - The RNG and the ability to manipulate it via Royal Road, Spread, Redraw, and later on Sleeve Draw - all gone; - The versatility of being able to function as either a shield or a regen healer by using the sects - gone; - The fast-paced burst windows, achieved by using several off-globals in sequence if you wanted to optimize - will be gone soon. All of Astro's identity has been gradually stripped away with each expansion. Is this not destroying? What else is it?
I was pretty set on WHM until now. I’ll have to watch the videos over again and figure out which one I want to main. I dislike SGE but all the other healers are in contention.
Love the card changes but will miss Astrodyne extra mp regen and getting 1500 mp from 3 draws until then. Then as a controller player, idk where im gonna fit 3 more draw actions on my 1st hotbar as AST will have even more button bloat now.
I liked the randomness, I enjoy reactive play, however I think regaining varied card effects is a way bigger win for me than the loss of randomness.
Was it really random if all the cards did the exact same thing (minus lord and lady). The job just gave the illusion of randomness.
@@StrikerTVFang The randomness was just in whether you got your full astrodyne, and whether you got a card suitable for your best DPS. (i.e. You are in a dungeon with two melees and draw a ranged card.) So there was randomness, just not particularly interesting randomness. Still, it did technically make you make reactive decisions.
@@FhtagnCthulhu ahhh I totally forgot about astrodyne.
@@StrikerTVFang
1. That is not how astro was always, pre ShB had different card effects and randomness
2. You still had to think about what Dps to play cards on in terms of optimization which made the job still engaging in 5.0 and 6.0
Also, when you have the exact same cards, you just map out what cards go where in the fight and barely if ever differ.
Little sad that the mana regen from Astrodyne is gone and we only have a 5% mana restore every 60 seconds from the new draw. Now im finally going to have to put some piety into my astro lol
It's okay, because they protected our most important skill: Synastry.
@@ruta1133 sarcasm?
Now all we need is Time dilation ability back. ❤.
Got rid of our mp regen and didn't think to apply it elsewhere. Gg devs
AST is what I typically run on Alliance raids due to the class' sheer versatility and a card system that required paying attention to detail for maximum "benefict".
Looking forward to no longer working with the asinine seal system ultimately providing so little reward for all the effort in setting up.
Though it looks like I might need to write another row of user macros for "Play I / II / III" cards on each party member.
So happy you got acess to dawntrail!
I'm really not a fan of the changes at all. There's actually *less* choice than before. The healing/mit cards will always be on tanks and there will always be clear times to use them (unless someone messes up a mechanic and you have to use it early). The DPS tools will always be on your strongest DPS.
At the very least the EW system gave you the option of "oh! this card I drew is the sign I need but I already buffed both my melee. Should I just use it on a tank OR should I gamble on a re-draw to see if I get a seal I need for a ranged player". There was at least A choice to be made. There's no choice here. It's just an on-the-rails system with no meaningful decision making.
Time to figure out my future Hotbar layout xD Def gonna try this
Dear Lord and Lady of Crowns xD I feel like so much buttonbloat incoming
Since nobody is talking about I will. Losing astrodyne means we lose cast time and recast time bonus and mana regen and our outgoing healing potency. Is this going to be an issue? I hope not. I think the new changes might actually be better.
ast mp economy currently before 7.0 is too good, I don't even need to keep Lucid Dreaming on cooldown with it. But losing 1000 MP gain from 2 additional draws within 90s and 3500 MP from astrodyne, AST will most likely have mild MP issues again like pre-6.0.
@@HyouVizer I'm starting to wonder why MP issues are even a thing in the modern game. It doesn't seem like an interesting resource we manage (like with DRK) it's just a thing that does nothing in particular but we can run out of it. Maybe somebody can tell me why running low on MP is interesting for a healer?
@@qamarqammar7629ffxiv devs are anything but modern thinking
You're one of my favorites creators, thanks for de video!!
I like the changes bc i never felt the full seal system actually helped me deal more damage even when turret casting. Plus I no longer have to hold off on a lady bc i know for sure my next one will be a lord and then back to lady, where currently if I draw a lady early im kinda just holding it until people need the heal and overcapping on the timer which annoys me
I'm so happy I don't have to pray to RNGesus whenever I draw cards. I've had too many occasions of rarely drawing cards to optimally boost the DPS in the party, so leaning this new card draw system would be less stressful.
First dungeon has already been completed without a healer.
Healers could stand to be a bit more stressful if only to make them interesting.
@@eolendes6432by experienced players who have completed some of the hardest content in the game. Stop it.
How is the arrow yet again not ranged attack up…
So, with how many barriers and mits AST seems to be getting, I'm going to assume (hope) they officially abolished the pure/barrier healer split?
I REALLY hope so. I'd like for them to just let Sage be more of a true combat medic theme. I feel the Pure Heal/Barrier Heal split would wind up limiting future jobs tbh
Me too! I really disliked when they took ast barrier away and gave them to sage. Why? Lol
There is enough room in this town for us 2. I am glad our barrier is back!
Astro being able to switch on the fly was such a blessing that I miss dearly. Will be forever salty
@@______Mimi______ Yup. So am i. I LOVED being able to shield everyone between pull, keeping me active, then applied aoe heal on the ground, regen on tank, refresh shield, it was actually fun to try to keep every topped at all time.
Controller player button bloat intensifies....
I suppose I'll find a way to logically manage this but 4 play actions really wasn't in my list of desires.
It's the same number of card buttons. Redraw and Astrodyne are gone, but only functioned with cards, so that's your Draw II and Draw III
@@なまえ-f8rRedraw was not on my bar becauae no room.
This will he a problem for my co troller bars. Bloat is real.
@@なまえ-f8r"astral/umbral draw" button becomes one of the three play1,2,3 actions?
No, but play and draw are already separate buttons
That’s why as a beginner I stopped playing Astro the cards effect were the same just for a different role. I may give this another try after launch not sure I will abandon my glow sticks healer sage, but I did abandon my WHM for sage. I think this is much better but I know some folks will miss the heart of the cards RNG. However now the cards are truly unique
FINALLY we got our shield back!!!
But honestly...it looks a lot more complicated now.
It's only 15 seconds and single target. 😢
@@______Mimi______ Oh its single target? Booooo
Quick update on it, instead of 5% the draw give 20% to help with mp
Didn't want to comment on this video at first as I thought I was alone, but the healer strike has shown me other healers see what I see and feel how I feel.
AST was the healer that was still holding onto the most depth with the skin of its fingertips, both in healing and utility, and now it seems as if that depth was thrown out with the bathwater especially knowing that 5 of the 8 cards are going to be redundant healing utility, 1 of the 8 will be an attack, and the last 2 are going to be DPS buffs, the ranged buff of which will never line up with raid buffs, locking out healers, casters and phys ranged from participating in burst windows for your rDPS unless you hold it. And holding that card is already, mathematically, the foreseeable strategy. So much agency of choice and player skill expression we just had in EW has been narrowed into oblivion with this DT design concept. And that one example is just the beginning of design flaws I see.
Don't get me wrong though. I completely get how this design is sensible and sensical concerning the complaints. Many players wanted less RNG. Many players wanted a less chaotic burst window. Many players wanted unique cards again. And so on. I just feel validated enough to comment after reading the media tour reactions, rework opinions and healer strike demands because I know I'm not alone or overstepping to say that these changes are not what so many ASTs meant when they said RNG, burst windows and samey cards were a problem.
Cool. AST went frombeing the lowest damage healer with the compensation of huge damage buffs to now just a jack of all trades and master of none. Unless they buff the potency of the other damage based skills, I don’t think people are gonna play AST outside of cheese starts with Macrocosmos.
Damage numbers aren't everything. The job seems way better to play with these changes and will be super enjoyable.
@@tyler8995 Beside the numeric issues, I found Ast is inferior to WHM in many aspects already. For example, the mobility and GCD management.
It is hard to tell what make Ast outstanding for now if compare the toolkits between it and the other healers.
@@MokiMullI struggle to see how. ASTRO has more Regens, more delayed effects, party buffs, and Light Speed is an insane mobility CD. Not to mention how it has more damage mitigation than WHM. WHM beats it in pure burst healing and damage, but ASTRO helps the team more and has stronger planned healing.
@@hellfrozenphoenix13 Unless the healing toolkit is limited then I would agree to your statement. The question is: Do player need that many healing abilities for the game contents? My answer is no. That says, over a half of healing abilities are not required for participating in more than 50% of raids/dungeon.
So, the advantages Ast has as you say, are really hard to be experienced by the players directly. This issue will be double down as tanks will get buff in Self-sustain and mitigation. Regardless how many defensive utilities are carried, people don't care as long as the whole party survive. And there is no chance that the dev team would allow the situation where party wiped without a specific job.
In terms of mobility, LS allows five continuous instant GCD per 90s, plus macrocosms, while WHM could cast 4 free instant GCD per min selectively with Lily's gauge plus dashing. WHM is more adaptable in game contents.
@@MokiMullthat's the wrong way to look at it. Both are powerful in their own rights for their own reasons.
AST is more complex, solid regens and time delayed heals, and constant raid buffs.
WHM is pure healing output with the benefit of holy spam.
I find AST much more fun to play for that fact. There's thought behind it that leads to more engaging gameplay. That, and your argument about not using 50% of the skills in most content? Thats most healers. I also do high end content so all of those buttons get used, so that's an even more moot point.
Neither is inferior to the other, they both fulfill a role but do it in different ways.
As an AST main this makes me so sad :(
why?
The white mage bell is the best thing for healer
This rework makes me very happy
I am not a fan of this rework. Kinda kills the core of what I loved about astro (been playing since Stb) and also doesnt synergize well with the rest of the healing kit. The single target mitigation and healing cards just feel awkward tbh. I wish there were more engaging things we could actually do with the card system. However, I don't really see much room for them to do something crazy or unique with the cards as tuning is an ever present issue.
How will these Play Buttons work for controller players?
Redraw and Astrodyne will be gone, so those can be Play 2 and Play 3. And the Minor arcana will just be different, but same slot it filled before.
@hellfrozenphoenix13 but draw button doesnt turn into the playable card anymore.
Play 1 replaces Redraw
Play 2 replaces Astrodyne
Play 3 ???
If astral/umbral Draw turned into one of the Play 1,2,3 actions then it be fine.
@@HyouVizerplay 3 can replace old play
I'm excited to try this. It makes so much more sense to lean into the cards doing different things consistently over RNG, that's basically an impossible thing to balance, especially when it was tied to raid buffs(I still think raid buffs need to go) since literally everything is beholden to raid buffs. I'll take consistency over feeling like a gambler any day of the week.
Is early access up!?
Really happy with the changes, looking forward.
is sun sign a separate button from neutral sect?
You can see in the video, around the 3:20 mark, that they're on the same button, Neutral Sect just changes to Sun Sign after being pressed. It looks like for a lot of skills you'll be able to decide in the settings if you want these combo actions to be the same button or on two separate ones though, so you might be able to change that if you want
@ShoutOfEarth I can split some skills apart? Is this something new? I never heard of this before.
@@Wanderingplayer227 I’ve seen it in some other creator’s coverage of the media tour. I’m pretty sure Zepla talked about it, and WeskAlber may have too, sorry my memory is kinda foggy
@ShoutOfEarth that's OK thanks for the info though. That's huge for those complaining about button bloat. I personally love having alot of skills so it doesn't bother me
@@Wanderingplayer227really? Devs mentioned it in the last Live Letter
I like the changes AST got, no more RNG for a mechanic with little payout like the current one, however I feel like sun sign which is the 100 skill for the looks of it, it's look very mundane, it lacks flavor, the could for example in addition of the 10% mitigation the could double the duration of the first 2 cards to use or something like that, other than that I'm glad it's returning to its roots to some extent (and yeah it's gonna be a pain to use for console gamers)
So they've finally destroyed the last healer I had any semblance of fun playing. Replacing a high APM buffing burst with useless healing/shield that we don't need in the first place.
I expected the worst, but seeing these changes only intensified my anger somehow.
I am so done with this role.
There's a good chance you will still save light speed for 2 min burst. Opener will probably be play melee dps card, draw play ranged dps card, play lord. After opener use utility cards at some point. Use your 1 min draw and delay your dps card for 2 min burst so you can play 2 dps cards and lord with div and lightspeed at the 2 minute mark. It's only shit if they don't up ast potency to compensate losing some of the dps buffing. Saying they've destroyed it is a bit of a reach
@@Dakkuu Even if all of that is true, do you think that the amount of actions you listed is remotely comparable to what we do in EW or even what we did in ShB? When you put the worst RNG burst window side by side with what we will be getting, the comparison is laughable.
Astral/Umbral Draw has a whopping 60sec cooldown, which will lead to a long boring 60sec pull countdown and the reward will be a single extra damage card.
I'm sure such a thing will improve the job's popularity a bunch! /s
Saying that Astro is being destroyed is not a reach, it's a reality we have been facing for a while:
- The RNG and the ability to manipulate it via Royal Road, Spread, Redraw, and later on Sleeve Draw - all gone;
- The versatility of being able to function as either a shield or a regen healer by using the sects - gone;
- The fast-paced burst windows, achieved by using several off-globals in sequence if you wanted to optimize - will be gone soon.
All of Astro's identity has been gradually stripped away with each expansion. Is this not destroying? What else is it?
Not like the rest of the roles are doing much better.
@@mirai3266 I can say WHM is getting better, SGE is basically better SCH in terms of damage.. while AST is 1 step forward and 3 step back.
i feel you man i want shb ast back
I love RNG as part of AST. Now it's identity has been stripped. Should rename it to TCG Master
The different card identities is DEFINITELY a win. So happy to have that back!
I was pretty set on WHM until now. I’ll have to watch the videos over again and figure out which one I want to main. I dislike SGE but all the other healers are in contention.
I clicked so fast when I saw “media tour” I almost set my mouse on fire lol
garbage rework
Love the card changes but will miss Astrodyne extra mp regen and getting 1500 mp from 3 draws until then.
Then as a controller player, idk where im gonna fit 3 more draw actions on my 1st hotbar as AST will have even more button bloat now.