Quote Originally Posted by Side-Eye View Post
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'm not. A bole in a dungeon just meant (maybe) 1 less gravity on a wall-to-wall pull to me. An Ewer or a Spire just meant royal road ->redraw->minor arcana, always, unless someone died right after using their refresh tools and there was no ranged dps in the party, which while theoretically possible, is so rare that's not even worth mentioning. I know how AST works, I've been playing it since the day it was released in HW. No matter how people say that you could "manipulate rng" or "use effectively all the cards" (false), at the end of the day good luck with the previous system directly translated to an obscene amount of rdps contribution and variability was high enough to make it a nightmare to balance.

If people like the rng aspect so much and are truly convinced that all cards were useful, they should ask for a card system where dps buffs do not compete with other situational utilities. As soon as you let rng dictate whether you draw a dps buff or another kind of utility, the former always wins and balance dies. And like it or not, the devs have stated several times that good balance is extremely important to them.