Quote Originally Posted by ty_taurus View Post
I've seen the merging idea as well, but I hate it, and the reason is because the utility is an after thought. Balance, in your example, doesn't go on the tank about to eat a tank buster. It goes on the Samurai because damage. The utility ends up becoming more window dressing than anything else.
That would depend on the player, I would absolutely put the Balance card on a tank if they're low and don't have defensives available. The option is there to use it for either purpose, you can even dump the Ewer on a DRK that doesn't have enough MP for a TBN even when the other effect is entirely worthless on them.

The aim of my proposed cards is to give both sides something they'd enjoy. For me, I can use the utility portion to make the impact I desire, which is what I want from the job. For the side who enjoys damage optimisation, they get more to think about because the way the damage boost happens is different for every card and every job would utilise it differently.

I think what most AST players hate about the card system is when the outcome they want is unreachable. SE chose to remove the RNG and hand us everything directly for free to fix it. I propose to marry the two sides of damage optimisation and impactful utility with benefits to both sides.