Quote Originally Posted by IceBlueNinja View Post
Shadow bringers card system is so boring and basic and divination is too much work for its short duration and mere 6 buff, for all the work to do this and its horrible cd they could have least make the damage increase be 15% or least 10% , nothing whack than having 2 melee dps + tank for light party dungeon and only me the healer who is range aint going to bother card himself since dps is there for the major damage dealing, what makes it annoying is getting range cards and redrawing like 3 times only to still get a ranged card , ofc opposite too when its 2 range dps tank is only melee. While some did not like the SB cards and find it tactical I found it to be way better and effective. Bole was nice migi balance was good for attack buff, arrow to make black mages burn things down real quick, crit for monk/bard, spire I always just burn it and save my ewer for mp self restore. I am one of the few who find every old SB card of some type of use.
Crit% looks 'nice' until you realize it's an unreliable damage increase over such a short period of time. Mitigation is very niche to use, probably useful to throw at tanks who often forgot their cooldowns, but in the end they are excessive & tanks have plenty cooldowns themselves. Sks/sps increase may cause drifting and many classes don't want that. TPs are relics of the past expansion. MP gains are only great so long as the players are terrible at MP management, and MP management---while takes some time to get used to, are terribly easy to conquer at this point.

This is why DMG% always wins. It's the most consistent of all offered buffs. I'll give you this much: ShB cards is somewhat boring, yes. They're not the best but it works especially with the way the game encounters works.

Also 10% buff is already too strong (hello old Balance). Divination buffed into 10% will just break it (hello 8-man party).