Quote Originally Posted by Blueyes View Post
This system would probably not work the best with the existing seal system which, in my honest opinion, should be scrapped. I didn't like it when it was announced and it never grew on me. It feels bad when you draw Balance back-to-back, but you shouldn't play the second Balance because it matches the seal you just received. If they want to keep the seals, I would suggest having cards grant us a seal we don't have regardless of what card was played. Once you play three cards, you'll have one of each seal. Always. No more "fishing for seals."
The seal system kind of invalidates the need for six different cards, and would only need three cards to work; but they addressed that by making the AST pay attention to whether your card needs to be given to a ranged or melee player. This is ok, but definitely not as intricate as six different cards, with six different effects. If I am to retort that, I would say that in the old system, three of those six cards all translated to an increase in damage, so this was illusionary. TP was eliminated, and the defense and MP refresh effects were both very niche.

I've tried multiple times to revise a card system that utilizes six different effects. This along with also trying to keep RNG mitigation in the system just had me ending up back on square one. It was insolvable. The only way I have been able to circumvent the issues with having a freakin card deck as a mechanic is to reduce the number of effects it grants and eliminate any and all RNG mitigation. The seal system is actually this mech saving grace. Without it, I don't know how they even keep the Divine Deck in the game, and they would have to redo AST from scratch. The lore and everything.