Quote Originally Posted by Crushnight View Post
HyoMinPark basically said what I was going to say so I won't reiterate it and just support their words.

However (this is seperate to our previous conversation) I will say this new card system is literally held together by very thin glue.

Take away melee and range split, only 4 cards are needed.

Take away the seals, only 4 cards are needed.

Take away both, 2 cards are needed.


The only way to reduce cards of the old system was removing MA, granted cards like spire were near useless but still too different an effect to remove the card outright. Shame with the new system you can see how it could be simplified without issues whereas old system you could only theorise how card effects could be changed.
The current system is so transparently designed so they didn't have to remove cards outright, it's sad. You could reduce the cards to two (Melee/Range) and make Divination require three seals regardless of what they are. That's essentially the same thing we have now but without any RNG—which is near non-existent outside the opener anyway since the odds of you not getting three different seals before Divination's off CD are quite low. And even if you don't, it's a meager 1% loss over 15 seconds. You'll never even notice it outside hyper competitive speed kills.

All this to say how badly thought out Astro's changes were. Why didn't they notice? Likely because the dev team still doesn't pay attention to how we actually play the game and assumed Astros would divvy out cards without trying to cast Malefic III in between. A problem many jobs suffer from.