Quote Originally Posted by Ceasaria View Post
If we don't get back the ancient system, here my changes :
Royal Road and Spread removed, no changes.

Cards
Balance : 5% damage, grants 1 solar seal
Bole : 10% damage reduction, grants 1 solar seal
Arrow : 5% attack speed, grants 1 lunar seal
Spear : 5% critical rate, grants 1 lunar seal
Ewer : 30 potency mana regen, grants 1 celestial seal
Spire : 10% to all healing actions used, grants 1 celestial seal

Divination
Activable at least with one seal.
You can cumulate 3 seals max of each type.
1 solar seal : 3% damage
2 solar seals : 6% damage
3 solar seals : 9% damage
----
1 lunar seal : 3% attack speed
2 lunar seals : 6% attack speed
3 lunar seals : 9% attack speed
----
1 celestial seal : 3% critical hit
2 celestial seals : 6% critical hit
3 celestial seals : 9% critical hit
----

When you activate Divination :
- If you have 1 solar + 2 lunar, the team will get 3% damage + 6% attack speed.
- If you have 2 solar + 2 celestial, the team will get 6% damage + 6% critical hit.
- If you have 3 solar + 1 celestial + 1 lunar, the team will get 9% damage + 3% critical hit + 3% attack speed.
- Etc.

So, the best case would be within 10 draws in 180 sec, to have 9 seals = 3 solar seals + 3 lunar seals + 3 celestial seals which would give 9% damage + 9% attack speed + 9% critical hit to all the team.

It would be far more interesting playing this and dealing with the rng again than what they are trying to give us for ShB.
I love this.