Quote Originally Posted by IDontPetLalas View Post
This sounds much more workable than some of the previous ideas. It sounds like it would provide for both utility in all situations, remove a system that isn't really optimal (seals) plus allow for someone to use their judgement through the best "interpret", which keeps things interesting.
It wouldn’t work in practice though. Let’s say The Bole is now a 5% damage buff and a 10% mitigation buff. Well you can’t really use this on the tank because your DRK isn’t going to yield nearly as much return as your SAM, or even your DNC on the damage buff side. The utility would end up feeling largely wasted as most players push to hit their highest DPS party member with every card rather than trying to use the utility. This is exacerbated by the utility effects still being random in some regard. Even if you add in special criteria, like the MP regen card only is pulled when someone’s MP is lower than 50%, it’s really going to take the most disastrous situations to make you put that card on a healer.

It is extremely difficult merge damage with utility in this game because the reality will end up with the damage eclipsing the utility entirely every time without having some type of heavy restrictive element.