So, upon looking over the pre-release info on all the job changes, I found that the only one I was disappointed in was AST, more specifically the card system. The new system revolving around seals I feel is fine, however the card effects themselves lack any kind of diversity. I suspect that this is less because players only fish for balances and more because half of the cards are irrelevant in 5.0. TP is gone which makes Spire pointless, the many healer additions and changes make Ewer and Bole less relevant, and a minority players seem to know how to utilize skill speed, making Arrow very weak.
Anyway, getting right to the point, here's what I feel the card actions should be. I'm perfectly fine with the variation between Melee and Range dps, however the card effects could be as thus:
- Balance and Bole give a flat dps increase.
- Spear and Spire increase crit rate.
- Arrow and Ewer increase direct hit rate.
I feel that doing this retains a bit of the diversity AST formerly had with its cards while still giving a noticeable increase in damage, even if it isn't just a flat increase. Instead, it becomes a matter of deciding which classes make better use of which cards. Using Melee dps as an example, one could prioritize Spear cards to MNKs as their gameplay revolves around it or give it to SAMs for big crit damage.
I will admit that, as 5.0 has yet to be released, I might be jumping the gun on how the card system works. For all I know, fishing for different seals and for melee vs rng cards may make the card system complicated enough with this suggestion just adding more on top of it. If not, maybe this change could be implemented in later patches.
That said, as stated in the live letter, since the focus of healers for 5.0 is to make them more pronounced via their healing methods, so maybe making the cards a side gimmick was the intent? Either way, I just wanted to throw my opinion out there and hope it gets noticed.