Quote Originally Posted by Makeda View Post
AST of old faced an impossible to solve problem. A series of highly situational buffs coupled with one always useful buff and tied to random chance.

There were three solutions possible here:
  1. Make them all do the useful buff and remove the situationals.
  2. Remove the always useful buff and leave the situationals. If the useful buff is desired out it into a non-random skill.
  3. Leave the cards but remove the random.
All of the old cards were actually good useful buffs. But 99% of the time only 1 of them was useful, and the others were vital at key moments but you had no ability to ensure having it when needed.

You don’t need an MP refresh or a buff to crit chance until you MEED it and then you really need it (the crit buff for instance, to squeak past an enrage timer on a progression raid in that first week when you just barely have it... that happens, and when it dies your a super hero if it was you that got your group over the line. But that’s a rare moment...)

Of the three ideas I noted, they chose the first; probably the worst possible choice for job flavor but best for matching how players adapted to the older broken system. I think the second fits the job flavor the best, and the third is lore violating but the most useful.
I totaly agree with that, need just the only one useful card from the deck. That was the defense buff. As a healer, it is not its role to give dmg buff, but defense it is. If dps is too noob to do dmg, just delete the game, thats all.