HW was identical to SB, except in that you didn't have to use your mouse to click off cards that would otherwise waste your loaded RR (and you were no longer punished for holding a card --for up to 30s-- if I recall that part correctly, as I'm pretty sure that's why they split them in the first place).
Well, that and, if you really needed an emergency heal or the DPS in your party were truly, truly awful, you could then just sac a card for a spare oGCD heal or a new oGCD direct attack. And Spread's CD was made less obnoxious. And you got Sleeve Draw.
SB AST was just... better/smoother/more fleshed out HW AST.
I never really felt like the "synergies" there were anything more than a reward for pacing that obliged an AoE Balance (or Arrow, at worst) per CelOpp, since anything else was a waste of a mass-duration-extension.I can defo agree with the difficulties of RR though, you're absolutely right that old cards without RR would be overly simplistic and IMO spending GCDs to single target buff the group for a burst window probably isn't going to feel all that great. The old cards were great not so much because of the cards themselves, but because of how not only Spread and RR worked, but also the interactions with time extensions and other AST buffs such as Shroud and Regens.
I'd have preferred that Expand doubled the potency and duration, both, of the given card, before splitting it among self and all allies, with CelOpp then extending the Card effects by a portion of their granted duration. Else, it ends up being just one more thing imbalancing the whole setup towards AoE damage buffs, since mitigation tends to complete its use too soon and 10s more to 8 people will be worth so much more than to 1 person.
I'm not perfectly sure what you mean by this.That does make me think though, what about the idea of having Seals grant a targetable 'totem' that we can place and AoE cards off? I'd much rather get that than a minuscule buff tbh.
But, what from what I can imagine... Wouldn't that just be a CD that we save our cards for to burn as many charges we have on its CD, and --by being damage, which is wasted on none (instead of MP, mitigation, etc., which are wasted on all but 1 or 2 people each)--- further favor just plain damage?
At that point you may as well again just have a Divination accepting 1 to 3 built gauge-thingies from which you get AoE effects based on Cards used earlier.



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