Unpopular opinion but I have no interest in the obsession with utility cards. It's always the same ideas. "increased cast/attack speed", "restore mana", "increased movement speed", "increased healing taken", "tiny bit of mitigation". Most of these are flat out worthless in a lot of situations or even problematic (such as reduced recast time on the wrong class or too much unexpected movement speed sending someone over the edge of a platform). Fights are designed and we gear our classes to beat them without such Utility. It's the reason tenacity is worthless, permanent 10% damage reduction sounds great on paper but if the fight is designed so you can beat it the same without it, it serves no use. We use Piety if we need mana, we meld SkS/SpS if we need to reach a perfect breakpoint, we mitigate enough to survive. In other games it might work, but ff14 is just so scripted and exact.
Sure some utility might be handy if someone screws up but I'd rather not build a whole class mechanic around "might be useful if you group sucks, maybe, then it's worthless later". Utility cards often just feel useful to players who don't really care if they're actually being useful. Dps cards are always useful.
If you make the utility impactful, like heavy mitigation, you make AST too good. It's really quite hard to design and balance.
I'd rather they looked at other ways to make AST more interesting. Delayed time magic, both heal and dps. A Sleeve draw that aligns with Divination. The ability to place a Return marker like on e12s. A buff Share cd, so you could share a card buff, shield or Lightspeed on you with another player. More dps abilities than Malefic spam. I'm just throwing things out, but there's plenty of other things they could look at. Cards are mostly fine though.


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