Quote Originally Posted by Gemina View Post
As it should be. The card mech is supposed to be a game of chance, and if you can just mitigate the RNG from the divine deck and get the desired result nearly 100% of the time, it defeats the purpose of having a divine deck. They might as well just give you a button you can push every 120s. The devs finally figured this out somewhat. I say, "somewhat" because they did do that with Divination, but the AST can still redraw for Astrodyne. I cannot stress enough that mitigating the RNG screws up this entire mechanic. It needs to go away completely.

I think (hope) the devs will eventually figure out that obtaining three of each seal is actually the second easiest result to get. The hardest is actually getting three of the same seal. This is so key in truly and finally circumventing the card mech issues in its current form. It's like slots, and the way this should work is:

Easy: 2 of the same seal + 1 other seal = Good (Haste)
Harder: 3 of each seal = Better (Damage up)
Hardest: 3 of the same seal = Best (Haste + Damage up)

You should not be able to get the best result every time. The second draw will determine wither or not you will even be able to get the best result at all. If your second draw is a different seal, that is not as favorable as the same seal, but you can still get a DMG boost. If it is the same seal, then you get a chance at haste and the DMG boost; and the third and final draw will determine the fortune of the AST.

Just Haste is the consolation given to the AST when the final draw is undesirable. The majority of the time under this system, the AST is just going to end up with a Haste buff, and that's fine. Haste is nothing to scoff at. Draw stacks also need to go up to three. Stop penalizing the AST when they get into situations when they really need to focus on healing FFS.
They changed divination to just be a button due to its inconsistency and maybe some people struggling with a speedy opener? But they then added that inconsistency to your personal dps buff instead. The luck of the draw means a lot less now the cards all do the exact same thing, and it's only going to frustrate people that are trying to do as high dps as possible. Put that damage buff from the third diff seal to the second one and move another non dmg giving buff there. So you can keep your luck but not have the bad luck be as punishing to deal with. Either let me mitigate the bad luck a bit or make my horrible luck less punishing. I can get 9 of the wrong seal in a row when I will just redraw endlessly out of sheer wonderment in how bad my luck could possibly be xD

Also 2 stacks is plenty