Using environment and situation of players to encourage Cards' RNG outcome?
Hello,
After a few researches, reading other players comment, and playing AST myself, I can say that RNG is always challenging us; it can be good or bad depending in situation. With that reason, I always curious if ffxiv can used the situation/environment to encourage certain outcome of RNG rather than fix percentage.
For my understanding, we have fix percentage to get each cards. Hence why we get the same version of balance, but different roles, for every cards now in SHB. So what if we used our players situation? For example, since since fight outcome are based on dps and execution of mechanics, our chance of getting balance, arrow, spear card should be high. Balance would increase damage, arrow increase cast/auto attack, spear increase crit/direct hit.
However, for situation where we have a few players (should be more than 3), if not all, have low health, due to whatever reason, RNG should have Bole, Spire, or Ewer in the RNG along side the other three card. In this case, Ewer can increase healing/giving back mp, Spire can be a regen, while Bole can be damage mitigation.
For the Minor arcana, I'm fine with what it is now. We can always revert it back to old Minor arcana, deal damage to enemy for lord and heal for lady, but I hope the potency is taking into consideration when doing so.
Divination wise, I like it. it's like the old spread balance. so it's good !
This way, I believe we are able to meet half way between players who want more tools as AST but also does not subtract much from players who still want AST to only give damage cards. Additionally, we can also satisfy the "lore argument" because now we can truly say "our fate are not yet seal" when play as AST because all cards we draw are along the line of somewhat useful to very useful