
Originally Posted by
Seraphor
I think it makes sense for a healer build, to buff your damage dealers over personal damage.
Makes for more of a 'pure healer' feeling than the dps/healer hybrid that this game enforces.
It also makes for an easy way to balance and differentiate the healers, pDPS versus rDPS, and with healer balance being the core issue right now, anything that simplifies it and allows us to get a fourth healer is good in my view.
As I said, having healer toolkit tied to RNG was an obstacle.
Do you balance the healers with AST having a 10% mitigator every 30s in Bole, or not, because they may or may not have it?
Does AST have MP issues, or no MP issues, because of Ewer?
Removing them from the card system means they can have a healer baseline to work with, and they do still need to work on it, but it should be much easier to balance the healers now.
EDIT: I do think AST has always had a bit too much going on with it though. You could almost split it into two jobs, Gambler/Time Mage.
Time Mage could have the its core toolkit, Diurnal/Nocturnal sects with maybe the ability to change between them every 30s, and a speed buff.
Gambler could have the card system (just tarot based, no constellations) with room for more skills to give you greater control over it. Expanding the system rather than dumbing it down. Then a new healer toolkit, maybe DPS skills would be throwing cards like Gambit, healer skills could include Minor Arcana, and have a ‘gambling’ oGCD where it could randomly cause a regen or a shield or something like that.
Then Gambler would be the more buffing support healer, and Time mage would be more SCH level of buffs, with the sects being it’s gimmick.
But that's an hypothetical ideal. As long as it’s only one job, which isn’t likely to ever change, I’m happy with the card system being ‘dumbed down’ for balance.