Quote Originally Posted by Sylve View Post
Lets take the worst possible situation. 2 Melee DPS in a Light Party. Half of my draws are going to them. But the other half go to me. Who is also DPSing. Are you suggesting that Healer DPS is worthless and pointless?
Getting 3 of the same Seal is harder to do than getting 3 different ones.
At the worst possible outcome of only 2 different Seals, We only lose 1% damage off the Divination. Ohnoes, the horror.
Healer DPS is going to be worthless when the tank is doing wall to wall pulls and you spend far more time trying to heal them through all the damage they are taking and cannot spend any of that time DPSing yourself.

Quote Originally Posted by Sylve View Post
Anyone capable of analyzing logs will spot padded numbers in an instant. This argument also lost all of what little weight it had when FFlogs started awarding the rDPS contributions to the job that provided the buffs.
Given that ASTs were included in week 1 E4S clears, you are wrong.
63 ASTs making up 3.2% of the healer parses. While the amount of SCH and WHM parses increased by more then triple going into week 2.

Quote Originally Posted by Sylve View Post
As I said before, unless you're implying Healer DPS is worthless you are just using buzz words to make it seem like a problem exists where it doesn't.
Except of course when so much is pulled or so much damage is taken that you are struggling to keep up with the damage intake and cannot effectively DPS. Which makes your DPS worthless. Even now WHMs expect their co-healer to do all the healing for them.

Quote Originally Posted by Sylve View Post
Arrow on a MNK, SAM or NIN screwed with their rotations by causing drifts in buff/debuff applications and burst windows. They had specific SkS breakpoints they achieved for an optimal rotation, messing with that messed with their DPS.
In the current game, getting random bursts of SS has even more potential for screwing up rotations and cooldowns lining up with how things like the Gunbreaker DoT skill works, among others.
MP was a non issue in all content. TP was a joke.
Those cards had less value the better geared jobs got.

And if you really want to get 'simple', Aside from Bole 5 of the cards were +Damage buffs in various roundabout ways with Balance being objectively the best card.
Even Minor Arcana could screw you over, getting a Lord when you needed/wanted a Lady for Healing. And in doing that, you robbed your party of 30 seconds of boosted damage potential.

It was possible under the old cards to go minutes without meaningful buffs to the party. If you were Royal Roading the first draw to always empower your next one, you had 50% uptime on card buffs. Every MA use was lost damage.
You had a 50% chance to draw a DPS card to start with, so despite the 30 second duration we had a 50% uptime there too over the course of a long fight.

Take off the rose tinted goggles. Old cards had very specific, purely RNG based periods where they were stronger than current cards in very specific moments. Any bad luck strings rendered the entire system literally pointless.
New cards give a reliable rDPS boost across multiple fights. Old cards could never provide that reliability and they sucked as a result.
If MP was a non-issue in all content then why was Refresh a requirement? Why was refresh needed in all raid content? Oh, because it was always an issue despite the better gear. Especially in content where death was common or content that was optimized with it in mind.

Yeah Spire needed a rework. I keep saying that spire needed a rework. Even in the post you quote from I said spire needed a rework because it was too niche.

And sorry to say I do not have rose tinted goggles. I am talking gameplay I had before this expansion dropped and made AST an absolute pain to play. You cannot have rose tinted goggles for something not even 2 months old.

Yeah the new cards are "reliable" so "reliable" that they induce frustration when they show how "reliable" they are when they screw me over. Where the old cards gave me possibility the new cards give me frustration.

Which is why if they want to stick with this path I say remove the cards entirely. If they want us to have reliable buffs then actually make them reliable. Remove the melee/range split and seals which only exists for the purpose of even having the cards to begin with. Make it so we got 1 ST buff button on a 30 sec cooldown, give us "divination" on that 120 sec cooldown, give us "sleeve draw" for resetting the ST buff and granting it extra charges. With all the extra buttons removed they could fill in those gaps with potentially extra buffs or fill in our weak points such as lack of secondary MP source.

Then we would have reliable, consistent buffs. Sure it comes at the cost of everything the class was built up to be. Sure it comes at the cost of a large amount of pissed off upset AST players. At least it would make the balance only people happy. It would also mean that we put about as much effort into the party buff as other classes do.