Quote Originally Posted by Graveyardprincess View Post
ur forgetting the boost that cards could give other cards, arrow was great to get back then because it increased the duration of a card'
I did mention that.

Quote Originally Posted by Graveyardprincess View Post
every stormblood card had a use even if it was to just boost or spread another card, also arrow was god tier if your team had multiple mages instend of mele dps in some case i remember it being way better than even balance.
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.

Quote Originally Posted by Graveyardprincess View Post
I feel like balance just got way to many looks because most peoples brains are like more damage =better but honestly speed out ranks damage its like how bleach explains it you can do more damage but you will have less attacks from that, the more attacks you have can honestly = way more damage than just pure damage boost.
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.

Quote Originally Posted by Graveyardprincess View Post
kinda why i dislike how they design combat its 1 dimonsal and only revolves around damage
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.