Originally Posted by
Raikai
I like the idea of giving damage + something else that is minor... I wish the elemental aspect you thought of would be of any weight in the main content, but alas, that's too much to ask, I suppose. My take, however would be something like this (numbers are just a draft idea):
Bole: Damage reduction
Ewer: Back to Piety buff
Spire: Remove 15s off the Weakened status (rez debuff)
Balance: 30% evasion buff
Arrow: Add the sprint buff for 15s
Spear: Refresh the last shield or HoT applied
Minor Arcana: This would be the one that would increase %damage to either melee or ranged depending on the card.
I know some people will brand stuff like Piety buff as trash, and they are right. For some of this to work, stuff would have to be changed, like MP being relevant for healers again, or a harder dungeon mode that would justify an evasion buff for trash. And to be honest, such changes are needed in general, so the healer and tank role can be more interesting outside of Savage and up.
And back to the cards, I honestly think the only way the regular cards can have unique flavors again is if the damage component is accopmanied by something else (like the poster I quoted) or simply just being buffs related to defensive utility.