Quote Originally Posted by Vivix View Post
Divination barely required luck before when sleeve draw was a thing. It was also a fun mechanic to acquire three different seals which now feels kind of pointless and even selfish when it's probably better to just immediately use card buffs on dps over trying to get a 5% damage buff on a healer.
Divination required Sleeve Draw because how effective AST's signature ability for the party would otherwise be based entirely on luck. They fixed this by making Divination a button you just press similar to SCH's Chain.

The card mech is vastly improved because only the AST is affected by the RNG of the seal system. As a result there is no longer a need for Sleeve Draw or any other skill to mitigate the RNG. It gives it the flexibility it needs to be entirely based on luck of the draw, which is how it should have always been. The other thing it does is keep Astrodyne independent of a CD, and only requires that the AST acquire 3 seals to use. Technically this result in basically a 90s CD, but at least Astrodyne will never drift while waiting for the AST to acquire 3 seals which was a HUGE problem with the previous Divination. Furthermore, under the current system, Sleeve Draw can be given back as a 120s CD that just gives the AST 3 random seals so they can use Astrodyne for openers and burst phases.

I honestly believe the seal system will function and feel so much better with the revisions I proposed. Three of the same seal is the true hardest configuration to get, and should be what the AST strives for. Right now having three of the same seal gives the least favorable effect despite the more difficult odds, which makes zero sense. They need to adjust the rewards and how they are given. Redraw also has to go. I know that sounds abrasive having absolutely no way to get more chances at the best result, but trust me. It has to go. Three draws; three seals; play the hand you're dealt. Done deal.