It'd just be strictly worse than having fixed targets. And the moment you
do have fixed targets, it's just an effort in rote button presses with no agency. And of course we know from before that devs don't want randomness on a level where you could end up with 0 +damage cards in a fight versus 50 damage cards in a fight, as that'd swing group DPS and they could "fish for a good draw" by pulling repeatedly, basically.
The only way I could see this work is if some card mechanic had both randomness that changes the ideal target in unpredictable ways
and ways these cards "burn a hole in your pocket" if you try to keep them for some burst cycle. Like say if your nukes and heals were all instant to cast (=mobility, important), but only while you didn't hold any cards to use in the future. But then to make up for that these cards would need to be awfully strong and again if random means bringing an Astro just means getting the odd 0%-1% wipes that are down to random chance.
... and now that I think about it, maybe somewhere in there is the solution to our damage cards? What if our damage cards "flattened chance"? After all, we're diviners who try to interpret what the future brings, and as a gameplay mechanic we like chance, but what if it were inverted? We
remove chance (for others).
Like on a draw you randomly get one of:
- For the next 60s, target cannot land critical hits. Instead each hit deals more damage based on the critical chance it would have had.
- For the next 60 seconds, target cannot land direct hits. Instead each hit deals more damage based on the direct hit chance it would had had.
- For the next 60 seconds, target executes skills and spells 15% faster but without any cooldown or global cooldown being affected.
One modifier makes this groupwide but drops duration by 75% (15s), one creates a Collective Unconsciousness like bubble at range that causes the effect (and 10% damage reduction) while inside but drops duration to 10s.
These would assume a 60s draw CD.
Of course the actual rDPS contribution would need to be done elsewhere, I'd still want a portion (a significant one ideally, make me an actual buffer!) of my raid damage to be done by others I buff. But I suspect from a balance perspective a flat +damage buff on the raid on a 120s CD like we had before would be easier, and then the cards cause "chance flattening" effects or so, including one working against random network lag induced weaving issues.