I did mention that.
If a cards only use is to use it's secondary effect and never it's main effect, does that seem like good design? As for Arrow, already mentioned it was good for BLM, but others suffered for it, will explain in a bit more below.
The problem isn't necessarily in the then and there. Sure, there might be cases where Arrow was superior (See BLM), however, for every other job, Arrow just made them go through resources quicker. Once you were out of resources, you couldn't do anything, which loses you even more damage over just using Balance or Spear. Even if you wanted to use spread Spire/Ewer to counter that, using up a card draw to do that would also result in less damage, as you could have just used 2 spread Balance/Spear for more damage without the threat of lack of resources.
Even today, where melees have no TP, Arrow wouldn't do well on them as jobs are tuned for a certain number of actions per 60/120 second window so that they have the right number of resources once the 2 minute window hits that they can properly perform their rotation. Speeding it up leads to having to dump resources early, which means it isn't in the window, or you overcap, which is a damage loss.
If you wanted, yo ucould make all cards provide some sort of utility that doesn't involve damage at all, then you would have a true choice of what to use, however, you still run into the issue of unpredictability in that you cannot plan to use a card for a certain mechanic as you cannot guarantee you have it in the moment. The cards in DT, whilst having no RNG, you can plan around using them as you know what you have access to in a fight and can subsequently play around that.
Whether someone thinks this is good or not is entirely on them. I don't play AST much so I'm not going to comment on whether it is good or not. That is for the AST players to decide.



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