Quote Originally Posted by Izar_Chillen View Post
I'll apologise in advance for my ignorance in this matter as I know little about both the AST and mechanics regarding raid buffs and their stacking of or overwriting of ( if used at the same time as another class) as i just do plain story mode type of content.

Im baffled why a healer give buffs from the card system such as damage because I would assume that sometimes it becomes too powerful by making it too good in a patch cycle so they nerf, or that due to its decent bonus, in particular damage, it cant be used at the same time say when a bard or a dragoon uses their bonuses to damage cool down ( if it does cause this). Wouldn't it be better to make the card bonuses unique in other ways that would add benefits to the group at large in ways that other classes who can cast group wide buffs which are usually damage related, dont.

Such as a card that reduces bleed/poison/burn damage to a target or group for xx seconds, or a card that gives a target or group immunity to stuns or silences for an allotted time, perhaps something useful to positional dps classes like 20 seconds of non positional requirements, maybe something healing related with a defense buff included such as a target once buffed by this card if target is reduced to 20% HP and is healed in full( during the buffs duration) the target now has 10 seconds of an increase to armour/defense?

Again apologies if any of these are already a thing, i know little to nothing about the AST.
These specific effects are interesting because they are situational, but do not mix well with the RNG system of cards. For example, let's say your tank is about to get hit by a tankbuster, ideally you'd want a damage reduction card, but you draw a spell speed card. Dps increasing cards are always useful, irregardless of the stat they actually buff because DPS is the only constant during fights. Damage taking varies, need of healing varies, debuff cleansing varies. But your group is always (ideally) damaging the boss.