
Originally Posted by
Melichoir
Some anecdotal, some of what is observable in game, some of it based on how devs are treating the changes. The strongest case here is that when you watch players (theory crafters, guides, people who specialize in min maxing) the general thread you see is prioritization of Balance, how 'worthless' some cards are and the RNG involved with getting the better cards (particularly Balance, if not Arrow/Spear). Speaking to raiders on this subject, the idea of having to choose who gets the balance was also an issue. Considering Uptimes on Bosses, whos got the better skills, whos better geared, which class overall does better dps. These factors contributed to an oddly more meta-issue when using the cards.This gets even more complicated when some of the core positives related to the class was the buffing mechanic - How Asts were buffing stuff (this is reflected in Zyrk's own opinions on the class.) The Dev's changes seem to pretty much address that itself. The class now puts out cards more often with the overall focus of AST to provide a damage buff window (Sling out your cards by drawing 4 in a row, then pop divination for extra damage and LoC to create burst windows about every 3 minutes.)
Furthermore, for the raw sake of balance, youre gonna have to simplify the card buff effects. Spire is now obsolete, Ewer may become OP or UP too easily, Bole was heavily situational as a card, Arrow and Spear were decent sub stat boosts but were more limited in scope of who could use those cards effectively so not only were you fighting card RNG, but also your comp RNG. Balance was good no matter who your DPS was. Flat damage increase is to valuable and flexible a buff, which is why it was best card. The choice wasnt whether to use Balance - you were gonna use it - but which DPS was the best geared with best rotation and most uptime. A very meta aspect.