Quote Originally Posted by Ari_Calithiel View Post
I agree and disagree with you. There isn't really any other useful means to the cards other than damage. Maybe they could have made the cards like the OP said with crit, dh, and flat damage, but in the end, those are the only viable cards. In HW and StB, Astros only fished for the Balance card because that was the only one really that provided any real benefit. Speed messes with people's rotation and causes drift, TP does not exist, mana isn't necessary for anyone that knows how to manage mana or has the foresight to buy super ethers, and mitigation is redundant as are extra heals. If you were to ever ask a dps player what card they wanted should they have the choice to pick, I guarantee at least 90% would say the flat damage.


However, I totally agree with the idea of using the cards in other ways. That would be an engaging and interesting way to play the class, more so than this "press button get buffs, wait 1 minute".
Yeah, it's quite intrinsic for the state of XIV, the actual 'useful' boons that cards could give would be very limited. Stats are pretty boring, so giving different offensive stats are just... numbers. Speed is not viable because of the problems you pointed being more egregious nowadays with the 2min bursts.

I'd personally stretch the concept they're doing in Dawntrail for:

Card 1: DPS buff to melee
Card 2: Direct damage using the element of the card
Card 3: Shield
Lord: Spread the effect of the next card

Card 4: DPS buff to ranged
Card 5: Dot using the element of the card
Card 6: Mitigation
Lady: Replicate the effect of the last card

Keeps the same idea, but makes more cards actively useful.