Quote Originally Posted by Rithy255 View Post
Ast cards shouldn't *just* be flat damage numbers depending on range or melee jobs.

I can see two approaches to "cards" one would be to give out Crit, Skill/spell and damage (not MP) which obviously skill/speed speed buffs don't work instead of how burst functions right now and it's currently really bad for certain jobs which can make them out of synch, so to a degree I'd be more apprehensive about that sort of "buff"

You could make cards based on Job categories (MDPS, Tanks, RDPS, CasterDPS, Healer, given that healer and tanks would likely have a stronger buff on that particular card for example), so that who you give the "right card" is a bit more strict then just handing it off to the highest phys or ranged dps. Maybe that's a bad idea for high end astro's I don't know I'm no expert on the job so forgive me lol.

To be fair I'm not a big astro player currently (or healer in general anymore), But I think the current card system could be slightly more interesting, I think I didn't state my point properly though "more interesting cards" is a weak argument on why astro shouldn't get much in terms of dps rotation, I simply think that the job is already busy enough in terms of how the card "mini game" works out to be at least to me astro doesn't really need any more damage buttons, I'd also like their barrier sect back personally as it being took out for the "barrier/pure" healer split is kind of just meh...

I likely should have explained that I don't even think current astro needs more damage buttons, as cards are already give astro somewhat of a unique feel (to me) and that I'd like to see more card diveristy, but maybe that just isn't realistic in current design

I could see where the job buffs (and astrodne) s Zeastria described below could be a good change.

That being said- as you admit yourself, you don't seem to recently play AST, or even any healer, so that you're looking at changes based upon recall, which seems rather difficult to evaluate. As a healer main I don't find that the card game mini-game is so challenging or busy that no additional damage buttons should be added. That would ignore that there are many different types of content as well as skill levels , and ASTs have a bloated number of healing skills but a lack of damage options for some content.