Quote Originally Posted by Brandedblade View Post
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.
3% is so minor you do not even notice it. 6% likewise is also so minor you do hardly even notice it. Throwing it on a healer or tank works but ultimately the damage boost is so short lived that it becomes merely a drop in the bucket over the course of the overall fight. Such small buffs work when they have a long duration, not a short duration. This is why the Dancer standard step buff is so good, because it lasts an entire fight and does not lose potency. This is why the old AoE balance was so good, because it could last up to 40 seconds on the party and 55 seconds on the top DPS. This is also why you need to have all 3 seals for divination to even try to be worth its cooldown. Popping it with 4% or merely 5% just is not worthwhile for the cooldown. If the cooldown were shorter or the effect longer it might have been worth using regardless.

Oh and Bole was good not just for bad tanks but for good tanks to mitigate more. The more damage that got mitigated the less healing that had to be done which resulted in more healer DPS to help speed up the run. Ewer was helpful not just for you but for others as well. All you have to do is look at how high the demand was to have a BRD or MCH for refresh, even when their DPS was bad. Not to mention of course how much MP gravity spam could eat up or the high frequency of death in 24 man content.

As it is now we have the options of almost no impact but useful or no impact and useless. With nothing that can be better then expected, only worse then expected.