I agree. My gripes with the current card system is not that it's bad; it just isn't fun. Yet, it's the closest to what I consider a true functioning job gauge. Especially in comparison to the other two healers. The jobs I enjoy playing the most right now have interactive gauges that feel rewarding to build up and use. Consideration has to be taken with these job gauges as making the wrong decision with how to use the resource will result in a loss to DPS.
Therein lies the difference. It is why I call ASTs the guys who load the catapults, while the guys who pull the levers get to have all the fun causing the damage. They build up this resource throughout the fight. This resource has one sole use: Divination. There is no decision making process with it. Sure it boosts your damage too, so have fun with that Malefic spam throughout its duration. Could use Lightspeed to ensure you get in all the GCDs inside of its window, but 'bloody 'ell'; you used it during your opener.
What I am getting at is there is no reason why a healer's job gauge cannot enable them to do more damage just like EVERY OTHER ROLE AND JOB IN THE GAME. Misery has been given to WHM, and despite having an entirely passive job gauge that they don't have to do anything to build up other than stay alive; it feels one hundred times more rewarding. If AST card mechanic let them launch some cool skill that does damage, I guarantee this wretched mechanic would immediately feel so much better.
While normally I am on the side of healers being more focused on healing and the devs need to find more ways to engage them as such; I am also aware that it is a bad, very bad idea concept to try and reward healers with more heals when they do good. You reward players in general (regardless of their role) with flashy cool skills that hit hard. This shouldn't be a difficult concept for the devs to grasp; this is quite literally how video game players have been rewarded as long as game's have been around.



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