Quote Originally Posted by Lastelli View Post
That's a misrepresentation of what the actual problem was. The problem in previous expansion was that an AST could contibute a lot if it had good luck with draws, or very little if it had back luck. Now it contibutes a lot regardless of luck, just a tiny bit less if it's unlucky. In other words, the problem was the variability of rdps contribution depending on rng.
That's anexaggeration, because AST, when well-played, would hold (and also enhance when possible) whichever card was going to help the party most for certain fights given its makeup, gear level, etc. There were so many times while doing roulettes when a bole was more useful than a balance would've been -- because if tank died, dps or healer was prob next and then what good was that little dmg+ buff? And if that dmg+ buff was the best card for the party, you'd likely have ample opportunity to stash one for when it was needed.

See, when you bemoan the old system's RNG reliance, you're neglecting to factor the tools we had to manipulate those cards and mitigate the randomness.

I also maintain that flexibility/adaptability was more potent than a set of cards which all do the same thing. And seriously: if the cards all do the same thing, lift the class restriction so anyone in the party can benefit ... it would at least get rid of one random aspect impacting the job's effectiveness.