IMPLEMENTATION:
* Which card is drawn tied to party/fight states (i.e. “Triggers”)
* It feels random, but its not.
* Every card drawn is useful for that situation
* Cards are
never drawn that are not useful
* No card overlap. With practice you will know which card will be drawn. (OOH LIKE A FORTUNE TELLER)
* Cards have up to 3 charges. You have a ‘stack of cards’ just like IRL Tarot.
* Sleeve draw instantly fills all charges.
* Decision on card use becomes WHEN to draw a card, not who to use the card on
* Redraw and Undraw removed from the game (IRL tarot you NEVER redraw your cards).
* Speeds up the draw mechanic immensely
* Remember in this system, CARDS ARE ALWAYS USEFUL.
— The following triggers and effects are just ideas. Please don’t take them seriously <3 <3 <3 —
— If there is a conflict, the most recent trigger takes priority —
Bole Trigger = Single Player is below X% Health. (Tankbuster, General Tank damage).
Bole Effect = Massive Single Target Heal (overheal gives a shield).
Balance Trigger = Party is missing X% of the total health *of the party*.
Balance Effect = Buffs all AoE Heals and Shields (can be used on you or your healer partner <3).
Spear Trigger = Limit Break Bar Fills Up (i.e. 1 Trigger Per Bar).
Spear Effect = Party/Raid Damage Up
Arrow Trigger = Multiple Targets are Engaged.
Arrow Effect = Single Player Damage Up (Used during Ad Phases/Trash pulls).
Ewer Trigger = Divination is off cooldown. (This is a ‘base state’. Bole, Balance, Spear and Arrow overwrite this trigger).
Ewer Effect = Mana regen is increased by X% for X seconds.
Spire Trigger = Divination is on cooldown. (This is a ‘base state’. Bole, Balance, Spear and Arrow overwrite this trigger).
Spire Ranged Effect = Spells can be cast while moving.
Spire Melee Effect = All melee abilities gain a cast range (MELEE BE RANGED NOW!!!

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(Post 2 of 4)