So, many AST want the old card system to be back in some fort. The main request is that the current and upcoming card system fail bland as opposed to what we used to have, various effects depending the card we would draw. However in reality all we were doing was fishing for AoE Balance/Spear. ShB addressed the "balance fishing" issue by simply making all cards balance. We instead have to fish for seals for divination which brought its own issues, like crazy weave opener or loosing seals upon death (> no divination). The Divination issue will be fixed as it won't require any more seals and instead the seals will only benefit us (thus loosing them has less of an impact compared to loosing a Divination on the group dps)
But we still have a rather "boring" card system without any depth. As in, everything is balance. The issue with making cards do anything else is that, beside niche situation, mostly during progression, the only relevent buff is "more dps".
So I thought, because balance is mostly effective on DPS, there could be a way to move around that issue, basically offering both optimisation and utility option but as a form of opportunity cost.
This wouldn't need any major rework as the seal system wouldn't be changed, mostly.
Here's the proposal
Cards grant a bonus depending on their seal and to which role they've given.
On DPS, the buff is always the same with the distinction between range and melee, for tank and heal a different buffs occurs because they're part of the same role (however one could imagine buff that would also make a distinction between MT OT and pure/shield, I didn't here but that could be an option)
DPS
Bole/Ewer/Spire : +6% range dps
Balance/Spear/Arrow : +6% melee dps
HEAL
Bole/Ewer/Spire : regen 20% max mp over 15s
Balance/Spear/Arrow : +15% healing done, 15s
TANK
Bole/Ewer/Spire : -15% damage taken, 15s
Balance/Spear/Arrow : +15% healing received, 15s
With this system, the core idea behind card is to support which ever role you're using the card on. DPS get more dps, healer get more heal/mp and tank get more mitigation.
Now, it doesn't change the fact that using card on DPS would still be the optimal thing to do. The thing is, it will always be the optimal thing to do. In the same way we were fishing for balance.
However, this system would bring back some of the flavor of the old card system as in, if you get something different, there's always the option to do something different if the situation calls for it. Basically, every 30s you draw a card and you get to choose what effect would be the most desirable one. DPS would make the cut most of the time but the other two could prove usefull during progression. The other healer died and you got a Ewer? Could help.
You're still struggling healing that part of the fight, a healing bonus won't hurt.
Etc etc
Why are the bonus so strong compared to DPS? For the same reason Clemency has such a high potency or TBN has such a short CD. Because it has an opportunity cost. Using a card on a tank/heal cost you DPS, unlike other raid buff which are free but on a longer CD, these are not free and gated behind RNG. Using them is a DPS loss, therefor the bonus must be consequential.
The goal isn't to make AST want to use their card on tank/heal, because that would never be optimal so there's no point in attempting such a feat. The purpose of this is to give alternative option. Alternative option are only interesting when things don't really go as planned.
The bonus I've proposed are quite generic but feel free to be more creative. Obviously the more original the bonus the more niche it tends to be.
So here's the idea and I'm looking forward feedbacks.
--- Other idea I had for Cards ---
HEAL
Bole/Ewer/Spire : Next healing spell is a critical
Balance/Spear/Arrow : Heal an injured allie for 25% of your damage done, 15s
TANK
Bole/Ewer/Spire : Reduce the CD of your next Raw Intuition, Earth of Stone, The Blackest Night or the gauge cost of Sheltron in half
Balance/Spear/Arrow : Heal yourself for 20% of your damage done.