
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.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: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.
- Make them all do the useful buff and remove the situationals.
- Remove the always useful buff and leave the situationals. If the useful buff is desired out it into a non-random skill.
- Leave the cards but remove the random.
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.
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