'Some players dislike the RNG of the AST cards'
>remove the RNG entirely, making them 100% predictable (harming the identity of the job in the process)
'AST is now behind on damage because they have less RDPS contribution from the cards'
>increase the potency of their personal DPS actions, such as buffing the DOT by an unprecedented 15p per tick (harming the identity of the job in the process)
'AST needs a new 2min button like the other healers got at level 92'
>gives AST an 860p nuke that is not guaranteed to Crit or Direct Hit, thereby not only (harming the identity of the job in the process), but also bringing back RNG into the job's design, having just removed it. ????
Unlike the Cards, where the player had some degree of control over the RNG (Redrawing, for example), there's no working around the Oracle Crit RNG. You either get lucky, or get screwed. So, what did the rework solve?
Also, they could have at least made Oracle more... distinct in function from the other 'it does big damage' attacks added with DT. Like, I would suggest making it do 12 hits of 70p, one for each of the Twelve (since it uses their symbols in the VFX). That way, it's super-resistant to Crit Variance, as there's 12 individual 'did it Crit' rolls to do. And what if we get a little more creative: The colour of the VFX changes, to mirror your Patron Deity. You picked Halone? Ice Blue Oracle. You picked Oschon? Green Oracle. Rhalgr, Purple Oracle, etc. A nice little way for people to show what they picked for that one, otherwise entirely fluff choice at the start of the game