only if you're moving, and if you could make it there without a speed buff, you didn't need it, so it's not useful. And if you couldn't, then what happens when you don't draw it?
'enemy deals 10% less damage' is identical to 'allies take 10% less damage'. If you could live without it, you didn't need it, so it's not useful. If you couldn't, what happens when you don't draw it?a debuff to the enemy damge? how is that not usefull?
No kit should be designed around the possibility of people not using theirs.yes i will say tanks already have so much mitigation but not all tanks use their mitigation
...Stun? I feel like I'm talking to someone who has been in a coma since heavensward... If a stun is ever needed in current content, it would be done by one of the melees or the tank. You want a card to be... like, holy? So literally only usable in dungeon trash packs and nowhere else?mit decrease to enemy? That's good! a stun to interrupt casting?
If I am presented with a raidwide in current EW design, lady of crowns is not even considered in my plans. Bc I need to ensure the party can survive a healcheck if I drew lord. If you extend this to cards like a party wide mitigation, party wide movement speed buff, party wide any kind of utility... I can't factor any of it into how I respond to that particular obstacle bc I need to sure I am using enough for us to survive if I didn't draw said utility. And since I'm doing this, if I do draw the utility, it means exactly nothing to me because it's just a 'bonus' on the already decided mitigation and healing. The difference between surviving a raidwide on 10% HP and surviving it on 20% HP is negligible. The difference between 'healing us to full' and 'healing us to full + 400 potency aoe heal' is... lmao.you wont get exactly what you need maybe you will but it wwill always be useful somehow.
...Because I'd still have to assume that I don't draw the card that I need in a situation and act accordingly? And if you design it in such a way that I can always just choose to have X card at X time... Congrats, you've invented dawntrail AST with extra, needless steps. It would just be no real RNG but you'd have to do a bunch of redraws to get there. Also you're thinking of royal road, not time dilation. And I dunno if this is a hot take but having a bunch of generic healing and utility abilities already covered in my kit that just say 'do X' isn't more interesting than having cards that just increase dps. At least with DPS cards the order I got them in and the actual split mattered. With utility cards I either have the card I need or I don't. And if I don't have it, and we die bc I lacked utility in my kit you've created a healer that has the unique property of 'randomly has a chance to wipe due to bad RNG'. And you might say like 'oh but DPS cards are kinda like that with enrages' except DPS checks have way, way more variables in play about determining if you pass them. If I ever heard an AST say 'we wiped bc I didn't draw enough melee cards :c' I'd ask them what the fuck their dps were doing. 8 people doing 8 rotations with crit variance and random procs on jobs like dnc/rdm/etc along with micro mechanical mistakes over several minutes of a fight are what lead to enrages. Or deaths. Usually deaths. With mit checks... you either meet X% mitigation, or you die. There's no variance. It's just a flat number of 'you must mitigate at least this much damage to live'. Crit autos don't exist anymore, so highly variant boss damage just does not exist.I see your point. WHy not have the increased number of cards none of which are dmg increased then and have the ast able to select which cards he or she wants depending on the situation. So you get a draw of five cards out of ten and you can select which of the five you want to use. the others go back in teh deck. If you shuffle because you don't like any of the cards. All go back and you get a new hand of five. I wish they brought back card time extension like if you sacrifice a draw you can extend the last card you played to double the length.