You didn't flat out say "the new system is badly designed" but considering that fans here, and in every other region, are going over how it is a far cry of what is what it used to be, with a lot of people being upset about it both in forums and in game, ergo, leading people to saying it's bad design. In a vacuum, your argument might be alright, but it is not a vacuum, what we had before fit people's play style, and felt better to use, and having something like this is a downgrade, maybe not in terms of sheer numbers or raw output, but in terms of how it feels to play at both a basic level and at a high level, at the very least comparatively. Taking steps backwards, in what is arguably the most important aspect of a job (how it feels and how it plays) is bad design, and advocating that, while not flat out saying "bad design is okay", is still arguing for bad design.
Edit because daily post limits are stupid:
So because it appeals to you and a small other group of people it's good design? Is that what you're saying? So people who prefer the RNG on a card based class, you know cards, something that is RNG by nature, are wrong to say that ast in 4.x was fun and well designed? You know Sonic 06? There are people who like that game, a very small group of people but they do exist, so because of their existence should we consider Sonic 06 to be a well designed game?I will continue to defend the new card system because 5.05 is the first time I've ever considered playing AST as anything other than a break from SCH.
Don't pretend like there's some kind of unanimity. I'm not the only one who prefers the new card system. Excessive RNG is bad for you.
I can agree that, imo, I didnt like RNG, but RNG does fit the themes of a card based class. A better solution imo,would have been to simply have a way to manipulate the RNG, but at a cost. Something like you can guarantee a balance or whatever card you're looking for, but the ability that does that has a long CD, say 60 seconds, and your next draw/redraw is guaranteed to not be that card. This way you can guarantee get balance every other card if you want it, but the rng and different effects are still there. Or you can gamble and see if you get a balance without using it, so you can get 2 balances in a row. One way is more consistent, the other way there's a chance that you could do better if you have good luck. Both sides can be happy, or at least one side is less frustrated with the other side not upset.