
Originally Posted by
Seraphor
It's not 6 skills though is it, it's only 2 or 3. Draw, Play and Minor Arcana.
Having played AST for 5 levels now, having come from an position of initial disappointment, it's growing on me again.
Potencies could do with tweaking, CO and CU feel a bit like wet noodles, but it's nice to know they're there for a healing boost.
But once you get Intersection, it's nice to throw out the odd shield in Diurnal, as it's on such a short cooldown. Coming from a DRK main, it feels like what shields should be, situational to react to incoming damage spikes.
I've actually enjoyed healing dungeons now though, I'm making full use of Lightspeed (previously used purely for Gravity spam) and Synastry (often ignored before ShB) and it feels more engaging.
The cards... aren't so bad.
Balance needed a slight nerf, let's be honest, and once you factor in the fact that Balance was a 1-in-6 before (or a 16.6% chance, 36.6% chance when factoring in redraw) with Arrow and Spear not being as effective, the potencies averaged out aren't that much lower. Given that you've basically gone from a 36.6% chance tops to a 100% chance, the nerf seems proportional. From 10% to 6%, on a half duration, is 30% of the averaged potency, and 40% on a Minor Arcana. It's almost perfect. Given that over the course of 3mins you'll use 3 of the base cards (30%) and between as many as 6 Minor Arcana with Sleeve draw (40%) it's basically the same 36.6%.
You've basically lost the RNG aspect entirely when it comes to individual cards, and only need to worry about it for the seal mechanic. That is to say, your outgoing rDPS is no longer RNG dependant, the RNG is entirely contained within your personal mechanic management.
When it comes to Divination/Expanded-Balance, it's a similar situation, but it is a nerf.
Again factoring in redraws, you had a 26% chance to draw an Expanded-Balance over a minute*, you now have a virtually 100% chance to gain a full Divination over 3 minutes, so 33% efficiency in comparison to that 26%.
33% over 26% is... 126% as efficient, and at 6% instead of 5% damage up, it's another 16% more potent for a total of 142% of the averaged potency. Plug in the halved duration, and it's 71% as efficient as the old Expanded-Balance. If you want to give Divination a like-for-like potency, then it could be reduced to a 130s cooldown, therefore a neater 120s cooldown would actually be a slight buff.
As for the agency of choosing where the cards go, this is what I was most concerned about when we first got the tooltips, and initially, it bothered me. But it's really just a matter of adjusting. Choosing where to apply to ranged or melee, is fundamentally no different from the axiomatic application of crit to BRD/MNK, or speed to SAM/BLM. You just lose the grey area of "I don't have a BRD or a MNK, where does this Spear go?" which to me always made it feel more disappointing that I hadn't drawn a Balance instead...