
I agree. I'm all for making things more fun. I'm just heavily against going back to the old system where the "balance or bust" situation can occur.Technically, both of you aren’t wrong. Efficiency is king, but only at the highest levels of play — anywhere else is just a small bonus. Job satisfaction is also king, but it does not necessarily make it enjoyable to play.
The old Card system was more satisfying for the general playerbase, but the new Card system is much more efficient. If anything, take both designs and look into incorporating them together as a middle ground. They have the foundation of a satisfying card system (Old cards) and an efficient card system (Seals) to make a card system that tries to actively discourage and punish fishing for cards (Divination). Whichever way they go about it, I’d honestly just want them to acknowledge that they’ll look into it.

So.
Balance is worth 10% damage.
Arrow is worth 6.66%, though depends on the party comp
Spear is 4~6% depending on crit substat
We have an obvious outlier here. Just reduce Balance's duration to 2/3 of the other cards. Makes it roughly equal to the others in general use, but makes it better if you can extend its duration.

Arrow is hated by most people because it messes up their rigid rotation. Only few jobs like BLM can get away with it.So.
Balance is worth 10% damage.
Arrow is worth 6.66%, though depends on the party comp
Spear is 4~6% depending on crit substat
We have an obvious outlier here. Just reduce Balance's duration to 2/3 of the other cards. Makes it roughly equal to the others in general use, but makes it better if you can extend its duration.
I think buffs to chance is not good either because rng. The point of the new cards is to avoid rng to damage. An AST will always output a consistent amount of damage buffs is the idea. Either all cards dont buff damage or they all buff it equally. Perhaps putting all the damage into divination and making cards just pure utility might be an option.


I would honestly love this. Have one that's a HP/MP refresh, one that reduces incoming damage, and one that heals and applies a shield. It's more "tank focused" on cards, but there's some minor self utility with the MP refresh. They could decide to make a strong, single-target version and a weak AoE version, too.
Player
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote

