Nocturnal feels bad (still), and honestly the CU change is starting to feel more and more like a nerf. When it had a regen effect, that felt like a necessary (albeit weak at 50 potency pre5.1) part of the toolkit.
Would it break the game to give Nocturnal one thing that's objectively better (hot + mitigation for 15 seconds) than the Diurnal equivalent? On paper Nocturnal will look like "it gets more," but in practice and usage Diurnal's gameplay would still win out. The choice won't ever be, "which CU is better?," it's going to be "my cohealer is XXX, I'll respond by switching to the complementary sect." When I'm playing with a SCH, I don't miss my Nocturnal CU bubble. Whatever, that's covered. When I'm playing with a WHM, I still desperately miss and wish for the hot aspect of CU. It wasn't much, but it was all I had. Now, we don't even have that. Using CU as Nocturnal feels empty. The animation is over in a blink, and people get the buff icon... but nothing really seems to happen. No heals, and that unseen damage mitigated by the blue icon are... still unseen.
Sleeve Draw's still a mess for controller. The opener is either a targeting mess with needing to use directional buttons for selecting 3 players in the span of 3 gcds and the boss in between, or it's finicky with macros. I can't see a middle ground between the two extremes until the whole card system is examined from a controller player's perspective.
No mana regen/utility still feels bad. AST has a lot to do and it doesn't need another button, but there's got to be a solution, even if it is attaching mana to an ability we already use. What if Horoscope's second pop restored mana? Or Synergy was reworked to be a font of gradual health restoration for the target and mana for the AST?
