Quote Originally Posted by Crushnight View Post
They are not objectively bad because people prefer the old card system to the new system that is subjective,
they are objectively bad because
-They do not provide enough rDPS to offset ast's lower pDPS
-Became more controller unfriendly for openers and buff alignments every 6 mins
-Core issues that need to be dealt with like Nocturnal being inferior again to Diurnal especially when Neutral is used, Collective Unconsciousness being incredibly weak for its cd and requirements, and the dependency on group compositions that has gotten worse after ShB(worse case scenerio being you the hlr being the only ranged)

Also one nice thing about the old system i miss, i could churn out aoe cards while targeting the tank never losing heal uptime if needed(with mass pulling no cds tanks this was really nice)

Now despite the above ast is still playable in all content but it is inferior to both whm and sch and the biggest offender for this is the new card system (potency buffs can easily solve this)but when veteran asts(which is where the majority of complaints come from) look at comparing the old card system and the new card system and go who did they listen to to go with this? it starts to beg questions of was ths change worth it? sometimes change is good and sometimes change is bad, ast card changes based on ast's performance in savage going into week 4-5 is not as great as you or HealmeHarry think they are and giving a potency buff would be just be another band aid on the all ready festering healer wound, as it would most likely just replace whm again >_> because it's buffs become mandatory and we just repeat HW and SB all over again so there would never be a 4th playstyle added to the healer role. /rant
Those are valid criticisms of the new system, which I agree with, but the solution isn't 'just revert to the old system', because that had flaws too, the main one being healer toolkit skills tied to RNG in Bole and Ewer. Crit and Speed are also tricky buffs to balance.