Quote Originally Posted by Boomsmash View Post
I do wonder if a lot of what we liked about the old card system was the fact that the RNG meant you couldn't optimize it. You had to improvise, and surf it, and lots of folks couldn't deal with that and turned into Balance fishers.

RNG bad, RNG horrible! How come so many people took up Dancer, then? It got MCH's proc RNG, and with nothing to help buffer the chances. Is it because they're able to go with the flow?
Yes and no. It depends on the inherent objective and if the RNG goes against it, as well as aesthetics.

On MCH the RNG was bad, because MCH ultimately pushes for optimization in its rotation. Which made it feel bad whenever the RNG simply refuses to work with you. You often felt like you had to force the RNG.

On Dancer the rotation RNG is fine because it feeds into the aesthetics of the class where each move flows into each other like a dance and what needs to be optimized are the dances which aside from RNG on the order of steps and what steps get selected is just a simple press this to complete then here is your huge damage spike reward and buffs thrown out. With Flourish to create moments of activity when the RNG was not going your way.

With the Old Card system unless you were pushing yourself for optimization the card system did not, you worked with what you got, worked around it, and tried to plan ahead. Getting a card not for the situation at hand was not a bad thing, you had options to make use of even "bad" cards.

With the New Card system everything in it pushes for optimization. You have to pull the right cards for your party configuration. You have to get certain seals for Divination. You have to put out as many proper cards with sleeve draw during the divination window. Which makes the RNG frustrating and feel terrible whenever it does not give you what you want. It helps with making the cards feel useless when you get the wrong ones because there is no better option when you get the wrong ones, unlike with the Old Card system where you can turn an situationally bad card into a good effect.