This is my thought exactly. I completely get missing the highs, lows, and thrills of the old system, but I consider this one far healthier of a class design, enough room for RNG but not to the point it can utterly restrict the flow of the class.Yes, I have my own "bad" opinions that do not align with the "community-approved" ones.
The old system was an unreliable pile of RNG mess. You had Balance, two worse Balances and three utility cards. The (very few) moments where you needed one of the utility cards, you had 1/6 chance to get them.
The new system is something you can actually control. It's better for balancing and it has plenty of room for optimization. That's all.
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