Cards that either physical def and magic def is a bad idea - you can't choose which one you'll get and if a boss you're fighting or in regular dungeons don't do that damage, it becomes a useless draw. We want to avoid having "useless" draw cards, so every card should work for any situation, but the difference is how cards can work better in some than in others. MP is a resource that will always be invaluable - no matter the composition and playstyle because [you] use that resource. Thus it will always have a place in the party as it's your third mana management tool.
The problem with having DPS cards mixed in with other effects is fishing for only DPS cards. This can be addressed:
1. Remove fishing ability and guarantee a level of certainty in drawing
2. Adjust other card effects to be competitive enough to DPS without being a direct DPS buff (Essentially impossible unless other cards contribute to DPS or provides utility so powerful that forgoing DPS for powerful survival is a worthwhile trade, but you will have other healers complain about utility after)
3. Remove DPS gain from cards entirely and DPS gain be an extension to the seal system - buffing all allies with divination/somewhere else
So 6 unique card effects with a draw system:
1. Less RNG 3 Draw piles, 2 cards to a pile - This means 3 hotkeys for drawing and still has a small element of RNG, but effectively takes away the problem of not getting a defense when you need it and mana when you don't.
2. RNG Old Spread no redraw ( Unstable DPS, cards must be adjusted/removed)
Effects I can think of that don't impact "DPS" with a flat statistic on single targets:
1. Increasing max HP 20% for 15 secs - Spear
2. Increase Defense by 20% for 15 secs - Bole
3. Restoring Mana by X potency for 15 secs (Useful for you so it will always have a place in the party) - Ewer
4. Giving instant cast and 50% mana cost for X uses for 15 secs (Can be always useful for you & casters, so it will have a place in the party) - Spire
5. Grant a 10% to 30% Defense buff that scales depending on the HP of the character you give the buff to (like Essential Dignity) - 'Balance'
I can't call something that's an arrow without giving DPS. There's 2 definitions with Arrow - speed and penetrative power.
Movement speed is completely useless on a 30 second cd - with peloton and sprint/boss throwing undodgeable AoE.
Maybe Haste for 15 seconds BUT weaponskill attack speed can screw up rotations, so maybe not. SkS is![]()