Originally Posted by
Seraphor
This is precisely why the cards were changed this way though.
It was having a combination of rdps utility, plus core healer tools (Bole/Ewer) tied to an rng mechanic that made it hard to balance.
How do you factor in its MP regen and mitigation skills when they’re tied to rng? How much weight does Bole have, if it's a 1/6 chance of even being available?
How do you balance it’s rdps contribution when its rng is shared with its healer skills? Is Balance OP? Or is it underpowered because you might not ever draw it?
By making all cards essentially have the same effect for the party as a whole, it can be easily balanced against rdps contribution, allowing them to implement a full healer toolkit outside of the cards.
The Diurnal/Nocturnal sect system is still a balancing issue, but the new cards are objectively much easier to balance now.