I already mentioned for the Seals system to be the utility side for AST and that's what I was wanting when we got Astrodyne in EW and that what we SHOULD have gotten in Shb. After 2 expansions I don't want it anymore because its clear the dev team can't be bothered to do so. No seals system, no Astrodyne, no buffing Divination to being 4/5/6%. I want the cards themselves to have the effects.
Ewer isn't supposed to be AST's way of managing MP. Its supposed to be there for the AST to give to the party and if the AST happens to need it themselves, they can have it. Gaining MP at the cost of something else wasn't my idea of MP management either. Its more to reward the AST for using their healing tools properly. In an ideal world our oGCDs would be on longer CDs for how powerful they are, and/or more limited, making us lean more on our GCD heals both to break up the single button DPS spam and actually use the mana we have. Good ASTs would save their stronger oGCD heals when needed so they wouldn't have to spam their GCDs... but the chances of a less skilled AST (or any healer for that matter) going OOM is high... which is why I say I don't see it happening. Getting it back isn't gonna make or break healer for me as long as I have something else to occupy me. I have other hills to die on over whether or not things like MP/TP should make a return.- MP management would be nice, but tying it to an RNG card like OP wants just seems like a recipe in frustration. I'd tie it to a reworked astrodyne that forces you to choose between using dyne for MP management, a healing amp, or perhaps mobility. Something that isn't just 'press lucid on CD, press the DPS button to get mana', I'd like to see something akin to (old) scholar energy drain where gaining mana was at the cost of something else. I don't just wanna ED wholesale, that's SCH's thing, but the same philosophy would be there.
I didn't even feel like they worked. They relied too heavily upon knowing the rotation of other classes, which they ended up standardizing anyway so what was the point there, in a game where its not immediately clear for some classes WHERE EXACTLY they are in their rotation. As you said, they should have been 3 different types of DPS (no to Flat % damage btw; Divination can have that) at least and the seals system should have been where our utility went, but noooo.EW/ShB cards were boring, but I felt like they worked. They do have room to grow, however. At the bare minimum they should be separated by 3 different types of DPS buffs, for melee and ranged. Crit up, DH up, and Flat% up. That's the minimum at least.
Ultimately what I want out of a diverse card set is for cards to be worthwhile to be placed on classes OTHER than DPS. An increase on DPS for tank/healer is lackluster by comparison to an actual dps class in pretty much every senario.
I feel like it'd just be better if Balance/Arrow/Spear were damage, Spire/Bole/Ewer were utility and the latter 3 replaced Minor Arcana here instead. 3 cards for damage to be placed on whomever, 3 cards for utility to be placed on whomever with separate draws for each of them.
Kinda like that. Perhaps I'm too picky.
Either way both are leagues better than what we're getting.
There... is a lot to unpack here I ain gonna lie. Some of the chances I like (good BYE Neutral; come back home Noct) and others are... ones I'm not too excited about. Either way its an improvement over DT and EW. I'll take it.



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as they were initially conceived from a "I enjoyed ShB AST but it wasn't really my main"-lens. I also didn't cared much about card balances because that never really struck to me as game breaking outside being able to AoE-fy cards (hence the tweak to Royal Road).


