Quote Originally Posted by Brandedblade View Post
The point of the current card system is that the rng of the mechanic is the POTENCY of the effect and not the effect itself. Instead of setting up an AoE buff, you're setting up Divination. Instead of bad rng not allowing you to provide any group support, bad rng now causes your support to be weaker.

Again, as I've seen at least one other person parrot on this forum. Tying utility to RNG is a bad idea because you cannot rely on it when trying to make the most of your toolkit. Bole is bad because it was random. So it was removed and actual mitigation was placed in the toolkit. Ewer was bad because it was random. So the solution should be to place MP sustain on a consistent effect, like drawing the cards themselves, and not on a random effect that can't be relied on.

Also, look I can do this too.

MY class should NOT have to suffer just to Appeal to Gamblers who's Bias towards lucky draws want to make the class's Utility Difficult to Quantify and optimize my play around. Absolutley disgusting.
Regardless it's RNG no matter how you look at it. Obviously you fall into the small "Majority" who obviously complained about fishing for balance without appreciating the different ways of handling a situation with the tools given. Honestly ashamed because it's people like you who the dev's took opinions from that made people quit playing this class. I'm finished talking to you about this, you're obviously too stubborn to even come to reason or even appreciate what astrologian's had. Maybe one day when they take away what you love, I hope they don't care in the slightest.