Tbh, I'm not that much of a "new player". I started recently FF14, sure, but healing is nearly the same across all MMOs, so I clearly got the basics, to put it lightly.
I opened a post a few days ago because I genuinly wanted to know if SE could turn back the tide by bringing back the old card system (always interesting to know if the devs of a game are stubborn even if most of their playerbase is unhappy about a change).
Anyway, I made an AST today, I kinda like the underdog classes : making them work makes me feel good for some reason (well, at least until I'm benched in raids, or "EX trials" as you say here). I started the quests, I read the spells, I did a few low level dungeons (speed of light is amazing btw. I read it fast and didn't realize it made my basic heals insta, nice surprise)... and something felt wrong --> the cards.
So you have 6 cards : Balance / Bole / Arrow / Spear / Ewer / Spire. Each has a special symbol, and for a new player, this symbols feel pretty unintuitive, even more when the quests explain the "lore" behind each symbol.
- Balance is red. It feels like a dps buff and it was and still is. I get that high level content was pretty much "fish for balance as much as you can", but... was it the smartest thing to straight up make EVERY card a "balance" ? And come on, fishing sounds like a thing that you do mainly in truly the hardest content where you need top dps, but for the rest I bet the other cards were also useful. They ruined the fun because of the typical "more dps is always welcome in a raid setup" ? Non sense.
- Bole. It's a fucking tree. Green happy symbol. It sounds like "heal/damage reduction". The first quest tells you "it fortifies blabla" whatever. And now it's a range dps boost. Again, unintuitive at first glance.
- Arrow. Ok NOW that sounds like a dps boost ! It was more haste back in the day, and now it's - oh surprise - more dps (one would argue that it's the same end goal). But... I mean... really ? ARROW IS FOR MELEE !? Come On. Are you even trying ? It's a freaking ranged projectile ffs.
- Ewer sounds like a "MP regen" thingy, and it was. Sounds like something useful imo.
In short, right off the bat, the new cards look pretty silly when you know that they all do the same thing. And my next problem is... why 6 cards ? I mean seriously, 3 are for melee, 3 are for range. And they all do the same amount of dps boost... so why even bother with 6 ? I mean it's basic math boys : 3/6 = 1/2. Is it 6 cards to try to mess with people's minds ? "Hahaha I bet our players will have a hard time and mess up their buff by giving it to the wrong person ^^" BUT, 2 things : First, it's no rocket science. 1 dungeon and you know by heart the 6 cards ; and Two... SE, it's only 3 and 6 %. 3% of difference if I mess up. 3 f**king percent ! IT'S NOTHING !! Come on, I'm not even scared about messing my stuff.