Lets take the worst possible situation. 2 Melee DPS in a Light Party. Half of my draws are going to them. But the other half go to me. Who is also DPSing. Are you suggesting that Healer DPS is worthless and pointless?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.
Getting 3 of the same Seal is harder to do than getting 3 different ones.
At the worst possible outcome of only 2 different Seals, We only lose 1% damage off the Divination. Ohnoes, the horror.
Anyone capable of analyzing logs will spot padded numbers in an instant. This argument also lost all of what little weight it had when FFlogs started awarding the rDPS contributions to the job that provided the buffs.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.
Given that ASTs were included in week 1 E4S clears, you are wrong.
As I said before, unless you're implying Healer DPS is worthless you are just using buzz words to make it seem like a problem exists where it doesn't.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.
Arrow on a MNK, SAM or NIN screwed with their rotations by causing drifts in buff/debuff applications and burst windows. They had specific SkS breakpoints they achieved for an optimal rotation, messing with that messed with their DPS.
In the current game, getting random bursts of SS has even more potential for screwing up rotations and cooldowns lining up with how things like the Gunbreaker DoT skill works, among others.
MP was a non issue in all content. TP was a joke.
Those cards had less value the better geared jobs got.
And if you really want to get 'simple', Aside from Bole 5 of the cards were +Damage buffs in various roundabout ways with Balance being objectively the best card.
Even Minor Arcana could screw you over, getting a Lord when you needed/wanted a Lady for Healing. And in doing that, you robbed your party of 30 seconds of boosted damage potential.
It was possible under the old cards to go minutes without meaningful buffs to the party. If you were Royal Roading the first draw to always empower your next one, you had 50% uptime on card buffs. Every MA use was lost damage.
You had a 50% chance to draw a DPS card to start with, so despite the 30 second duration we had a 50% uptime there too over the course of a long fight.
Take off the rose tinted goggles. Old cards had very specific, purely RNG based periods where they were stronger than current cards in very specific moments. Any bad luck strings rendered the entire system literally pointless.
New cards give a reliable rDPS boost across multiple fights. Old cards could never provide that reliability and they sucked as a result.


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