Quote Originally Posted by ForsakenRoe View Post
That'd be pretty cool, I imagine they'd make it be 'Metronome' from Pokemon, but for only ally skills if they were to do such a thing, to prevent you from accidentally killing yourself with it (you have to beat a DPS check in a solo instance and you give yourself -10% stats effect, so you enrage and wipe, not good). So you're soloing and you throw out a card and you can get any other job's any other skill. Maybe you get Confiteor, maybe you get Bloodletter, maybe you get Superbolide and almost oneshot yourself. Logs would have to exclude the effect for parse purposes because otherwise the top parses will be 'the ASTs who ran enough runs to get a god run where they Undraw Confiteor/DoubleDown/etc every time'. Could you imagine if they roll a non-present raidbuff, eg if their comp is NIN DRG BRD RDM, and they rolled Technical Step? Complaints about 'how badly RNG screws parsing' would be out of control
Well, I did say "if it were me." I tend to prefer my RNG effects to have downsides so that real boons can be mixed in (risks for rewards, in my opinion, is the only way for it to be fair), but, if we must dampen the risks significantly, then all negative effects could be removed via Esuna or its equivalent.
I also prefer the effects to be reminiscent at best of existing actions, because otherwise it would just feel like AST is stealing skills from other jobs and, to be honest, many of the skills aren't all that interesting to begin with (on top of other players then potentially complaining that we're stealing their kits, or messing with their rotations if we somehow use something that would put some kind of 2minute meta debuff on the enemy ahead of the 2minute meta timeframe).
If we're worried about serious players in a serious instance with a serious difficulty range and serious enrage timer that comes down to the very second of the allowable timeframe, then those players should probably focus on using the 2 tones of balance and their 3 rebrands, due to consistency (because, as we all know, serious players who must succeed at all costs leave no room for fun in their always-perfect-and-perfectly-consistent rotations, because their fun comes from rigid success and nothing but).

But my idea is, indeed, a very unsafe way to go about things, and, honestly, this game is like 96% not made for players like me. Therefore, it's probably better to go the safer route and just make undraw a "metronome" of random healing abilities, so that we can have the extra healing that new healers can't get enough of and experienced healers don't need but will try to fit into their rotation somewhere, maybe.