Quote Originally Posted by ZeroFool View Post
One of the biggest balancing issues with AST seemed to stem from its unique ability(among the Healers) to flat out increase damage. While I can only wonder how removing this ability would affect the long-term perception of AST, I would personally prefer the RNG system with varied buffs to play with minus the DPS buff.

I couldn't care less about DPS numbers; as a Healer I should be responsible for keeping my team alive and the battle in our favor. DPS should be the responsibility of its assigned role and should a DPS need a buff to contribute effectively, then I'd rather not be their crutch.

By taking away the 'best' card, maybe the other buffs could be better appreciated as being the 'best' in a given situation. At the very least it'd stave off the parse junkies fishing for all meta play, all the time.
No, the ultimate issue with the AST cards was the randomness. What makes the current implementation work (despite its inherent clunkyness for controller players) is the guarantee of granting your party a damage up even if it's at its absolute weakest.

While having a Bole or Ewer drawn when you needed it might have felt thrilling. Such effects, in my opinion, should've never been tied to an RNG system. Besides. Bole's functionality is in Collective Unconscious and your shield spells. I could argue that Diurnal Celestial Intersection, with its low cooldown. Was meant to be a replacement for Bole by providing you an on demand damage mitigation.

As for Ewer and Spire. Well TP is gone and MP refresh was removed across the board.