Quote Originally Posted by Aravell View Post
You could give every card a base 3% damage up value with differing effects on top, or you could remove damage up and make every card strictly utility. But my own preference would be if they cut out some of the pointless healing OGCDs and dedicate part of the kit to cards with plenty of avenues for RNG mitigation.
But my issue is that RNG mitigation can't be relied upon, and with how strict mitigation checks are in current fights that's seriously relevant. That's why I'm so averse to RNG healing/mit bc it can't be used as an actual plan. You'd need to plot out a plan that assumes you never get the card you need, with everything else just being a bonus.

Royal Road is a good example, you draw a bad card but you can use it to improve your next card. They could use more skills like that. Perhaps an altered Sleeve Draw where you get 10s of unlimited Redraws where the cards don't loop until you go through all 6. Spread was also good to allow RNG mitigation by letting you save a favoured card.
But what if you never draw a good card?

Maybe they can separate cards into offensive and utility, then add in an ability that let's you flip the suit of the card from offensive to utility and vice versa (Spire to Balance for example).
But then the optimal play is to always flip, and since you couldn't predict which of the 3 utility cards you'd draw, you couldn't add it to your mit plan anyways. Even if you intend to use the bole, what if you don't draw it? It's always better to just spit out dps.

A lot of people have come up with ideas to mitigate the RNG, I'd personally rather see RNG control rather than removal. All it takes is for the dev team to have some creativity and not just go for the easiest way.
The problem with RNG utility is that there are 3 other healers in the game they need to balance fights around, and having one that isn't able to call its kit when it needs it means that it is the only healer that can just wipe a party from a raidwide through sheer bad luck alone.