Here's the thing: potency increases aren't going to cut it. Mitigation of RNG needs to be put in effect to NOT ONLY reduce the likelihood of Drawing 4 Spires in a row in a caster-heavy group, but also to mitigate the possibility of drawing 4 BALANCES in a row, too. This is why "stronger card buffs" won't work - there's a possibility that you could Draw 4 Balances in a row, and if the potency is upped to 25% damage up that's just insane. Rather than giving the cards more "oomph", as the OP put it, there simply needs to be a stopgap in place so there is some measure of reliability.
My suggestions:
-Give each card an "internal timer" of 89 seconds. If a card is Drawn from your deck, it cannot be drawn again for another 89 seconds. Assuming both "perfect" and "worst" card use, this will essentially mean that the same card cannot be Drawn twice in a row, but CAN be pulled from the deck again on a third Draw.
What this will do: It will ensure that if you Shuffle a card, Royal Road it, or manually discard it by right-clicking off the Draw buff, that you cannot Draw it again immediately thereafter. It would not affect USAGE of said card, so that if you Royal Roaded a Bole card you could still use Bole if you had one in your Spread. This would prevent multiple Spire/Ewers/Spears, but would also prevent multiple Arrows/Balances as well, making this change more of a QoL sidegrade than a buff.
-Retain the original potency of the cards when their effects are expanded under Royal Road. The fact that it doesn't is frankly a little silly.
What this will do: It's pretty obvious...this is a buff intended to make the "optimal combination" of Expanded Royal Road and Balance a little less lulzy.
-Combine certain cards into the same effect. Notably, combine Ewer and Spire into a flat TP/MP reduction (NO regens; we are intended to supplement MCH/BRD, not replace them), and Bole and Spear into a damage taken and CD reduction. Leave Arrow and Balance separate, for a total of 4 possible cards you can Draw, rather than 6. Redo the Royal Road effects such that the damage reduction/CD reduction card offers Extended Royal Road, the TP/MP reduction card offers Enhanced Royal Road, and both Balance and Arrow separately will offer Expanded Royal Road.
What this will do: You will almost guaranteed have to Spread Balance for the AOE effect, as under my proposed Draw internal card timer it will be impossible to Draw twice in a row for the Expanded Balance effect. However, you could still try to sacrifice Arrow for the Expanded effect, then hope for a Balance on your next turn, or vice-versa if you wanted the AOE attack speed increase. Also, Bole could be used for tank busters, or it could be used on DPS to shorten their CDs...it would give AST more flexibility with their card usage while reducing the odds of Drawing something you don't want. In addition, this change would give you 50% odds of Drawing a straight DPS increase, rather than the 33% we have currently. It will also allow for more involvement with Spread, as you will be forced to decide whether you want to AOE a CD reduction/defense up card, extend an MP/TP reduction, or enhance a defense up/CD reduction card. A CONCERN: with no more halved potencies from AOE RR, that the Expanded effect will be the only one used more often than not. Fine-tuning needed.
-Give us a 30% spell-based HP restoration increase move on a 120 second CD. This is the halfway mark for CDs between Divine Seal and Fey Illumination, and this would fit in nicely with AST's current purported role. This would also make it so that the move won't ALWAYS be up with Lightspeed, which has a 90-second CD.
What this will do: give us more clutch healing options for "oh shit" moments, and can be used in conjunction with Lightspeed to offset the potency loss (on healing spells, at least...gg still on those fast-cast Gravities). Since all heals cast under these effects still cost the same amount of MP, it's unlikely that this will be "spammed" as part of AST's regular toolkit, but will provide much-needed recovery power for when encounters go south.
These are the changes I've been pondering... I think "flat buffs because RNG sucks" is a solution with too much potential to swing the scales in the OPPOSITE way. I'd much rather reduce/mitigate the RNG of the buffs themselves through both a reduction of the sheer NUMBER of cards you can possibly Draw, as well as the ELIMINATION of getting the same card multiple times in a row.
tl;dr: 30% healing potency up "oh shit button" on reasonable CD, reduce cards from 6 to 4 so that the chance of drawing the one you "want" is 25% instead of 17%, and make it so that you can't draw the same card twice in a row for less rage-inducing Spire/Spear/Ewer chains.
Thoughts? I tried to draft a workaround for the buffs that wasn't just MOAR POWAHHHH, since as I said, under a bout of good RNG that would be just as broken as under a bout of bad RNG.


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) not only adds a welcome challenge to healing but it kills everything faster and more reliably than an AST would, thanks to her speed buff every 30 seconds (and she doesn't have a 17% chance of casting it on only one person. :P ). Selene also received a mass dispel for removing harmful effects from the whole party AND has a SILENCE as well!






