Wouldn't that still mean that every card used that provides a utility buff instead of a damage buff becomes a detriment and thus interpreted cards will be avoided like the plague by most players? So long as damage is an option, the utility will be treated as an inferior choice in nearly every scenario in which you could use the utility instead. AST does not need additional mitigation, and if the AST actually does, the game isn't really transparent enough to make that clear. I don't think most anyone would end up using it because it would become viewed as a clutch that AST is better off not relying on. The MP regen as well is something that would almost exclusively be avoided, though I could see it having more value during prog where you know you're not hitting enrage yet and are just trying to get more experience. But by in large, MP management has been done away with, for better or worse.
I don't meant to be an antagonist to the idea of having offense OR utility, and I did thoroughly enjoy old AST and having those moments where using old Bole or old Ewer felt good to take advantage of. And I see that you're trying to take away the random factor that made those cards unreliable, but this game and this community cannot and will not accept sacrificing DPS potential for utility in 95% of scenarios ever. That's just what this game is, whether we like it or not.
I mentioned an alternative a little earlier in this thread about removing Draw and just directly playing Lord, Lady, or Knave while axing the other cards, where the Knave offered that Bole mitigation while still sharing a cooldown with the damage buffs of Lord and Lady. Because in that concept, you required the Celestial Seal granted from Knave in order to use Divination for a party buff, it meant you needed to take a short-term damage loss for a long-term damage gain in the form of your buff window tool. This is how you could introduce utility together in one system--you'd have any card window in that 2 minutes to use your mitigation, and would otherwise spend your cards on Lord and Lady. Now, that's not the solution I really want to see to be honest, and I don't imagine it's what most would want either.
In the past I had a slightly different alternative that embraced a bit more randomness, but essentially functioned the same, which was dividing Draw into three actions that share a cooldown: Solar Draw, Lunar Draw, and Celestial Draw.
Solar Draw resulted in a 5% damage buff OR a 10% crit buff. Both cards generated a Solar Sign
Lunar Draw resulted in a 10% mitigation buff OR a 10% max HP buff. Both cards generated a Lunar Sign
Celestial Draw resulted in Increased regen potency OR your next flat heal or barrier heal is a guaranteed crit. Both cards generated a Celestial Sign.
All 3 signs are required for Divination in this example as well, which means the tank and healer cards are a "necessary evil" if you will in order for a greater reward, but you have control over when you get what type of effect, not unlike your suggestion. And this system does retain the existing 6 cards in a way that's overall more consistent despite still having a random aspect. Even though there's a burden of knowledge element like with the original cards, you know that Solar is for DPS, Lunar is for tanks, and Celestial is for healers. Even if the results on Solar make it slightly inconstant, the variance isn't significant.
What I'm getting at is, you can't make DPS or utility a choice, because utility always loses in this game, love that or hate it. I can totally understand wanting to reject that philosophy, but it's better to create something that respects it rather than tries to fight it. Fight it is what SE continues to do with healer mechanics, like how Toxikon II is a blatant DPS loss and a terrible resource, or how it took, like, 2 and a half years for Afflatus Misery to be DPS neutral.
It's entirely possible that there is a "perfect solution" out there where the choice between damage and utility can feel great, but it is immensely difficult to find that solution and have this community by in large accept it. Meanwhile, trying to create something that respects that relationship is astronomically easier, and those solutions can still be creating, fun, and engaging if done correctly. I think it's much better to try and push in that direction for those reasons.



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