Quote Originally Posted by TankHunter678 View Post
Except for all the times where matchmaker gives you a configuration where you are getting none of the cards you actually need (which renders half your cards worthless and pointless) and refuses to give you the seals you actually need (which renders divination mostly worthless). Not to mention the fact that the effects are so weak and so short lived that the Old cards stomp on them in terms of gains.

Which is why AST is in such a terrible position that no one wants it except the people who only care about how high their personal numbers can get padded damn the rest.

I am going to be honest, I get far more worthless useless cards with the new AST then I ever got with the old AST. I also get frustrated far more often thanks to the seal system and the melee/range split. At this point if they want to stick with this simplified mess they may as well remove the card system entirely and just give us 3 buttons: A button that buffs a single target on a 30 sec cooldown, the 120 sec cooldown button that buffs the party, and a button that resets the single target buff button and grants 2 charges. Doing that makes the system achieve what the current card system was supposed to achieve while eliminating all of the current systems negatives. The lore of the class will still be destroyed, but at least we wont work harder then other classes who achieve similar results in far fewer button presses for their raid buffs.

In the old system Bole was useful in all content that was not optimized content, which is 95% of the content in the game. Ewer always had a use. In truth thanks to minor arcana all cards were never useless, never worthless. Spire simply needed a rework because it was too niche out of all the cards. I never heard of any card becoming obsolete.
While I agree that it feels bad when you draw nothing but melee cards with 2 ranged in a dungeon and vice versa, I'm calling bull. The difference between a 1 seal and 3 seal divination is only 2% so while yes ofc you should min max it's a small enough difference to not feel bad in my opinion. A 3% boost is still a damage boost anyway, and you also have to remember that healers benefit from the ranged cards and tanks from the melee cards. So if you absolutely positively cared about making sure the strongest version of the card goes out, you do have the option of buffing the tank with melee cards and yourself with ranged.

And so what if Bole and Ewer where occasionally useful? It doesn't change the fact that relying on RNG to help a bad tank mitigate or to sustain your resources is not a healthy design for a class that honestly should lot have those things tied to randomness. At least with the current card system you are providing the same consistent effect, the potency of which is slightly effected by your luck.