
Originally Posted by
HyoMinPark
I disagree with tying the different kinds of cards to damage abilities. Just not something I think should be a thing. One would have to consider if the rDPS gains these cards contribute effectively make up the pDPS loss the AST receives by sacrificing a damage GCD. I’d rather just two separate Draws that randomize effects, because the entire idea of card reading and reading the fates/stars is that it’s not always guaranteed.
As for the card effects, I’m all for more varied effects—but some of these are lackluster. Determination is not the greatest of stats—though I get where you were coming from in wanting to avoid a card that gave just a flat damage increase, Arrow would, once again, be a card not often used because the increase wouldn’t be worth it over either of your offensive cards. At least with old Arrow affecting Skill Speed/Spell Speed, you could find jobs that liked it (e.g., SAM, BLM). If DPS jobs all had sub stats that benefited them more than others—instead of crit being king 9 times out of 10—then these effects would work better. SB had certain jobs that favored Crit over others (BRD, MNK), and early SAM benefited a lot from D.Hit. I’d like to see more variance in the sub stats that benefit each job. Otherwise, why have Crit, D.Hit, and Determination as separate when there’s always one stat that is best for everyone.
The physical and magical mitigation would only work if you had a way to simply store them for an opportune moment. Otherwise, there’s not much need in using your Umbral Draw idea when Astral Draw would be better because damage. A healing potency increase would also be unnecessary because healers are already overpowered in their healing. And then you have to consider that very good healers often spend more time DPSing than actually healing because most content simply doesn’t call for high healing uptime. Increasing the potency of healing is simply unnecessary.