Okay, ask how the black mage would like it if you hasted them during TOP part 1 and told them "Skill Issue".
As of right now, each card has a unique seal and priority combo:
a) whether or not the card is melee or ranged
b) the card's seal
Card priority changes based on what time you play it in the fight; it changes 2/4/6 minute, or even the 1/3/5 minute. It's simply a little mini-game with a little RNG involved that makes the game a little more interesting, similar to Dancer's Tech/Standard Step.
In practice, this is just as unique as always giving the tank the damage mitigation card, or giving the crit rate increase card to the SAM every time, and then wishing you had a Balance. TP is gone, mana regen is situational.
Honestly, Astrodyne wasn't a bad idea. At the very least, it fixed tying Divination to the seals, and the self-haste/mana regen is actually pretty useful in prog. It can certainly do with a bit of refinement, but instead of making it useful, they straight up deleted it and the seals.
There can be a lot of things improved over 7.0. Minor Arcana can be deleted or changed so that it actually becomes meaningful instead of straight damage or heal. They could have given us a second charge of Lightspeed to make up for the fact that it's always burned in the burst phases. They could also bring back some of the aspects of HW/StB AST, where you could burn cards to apply a unique to the next card, instead of using it. I think DT's idea of drawing multiple cards at a time like a spread is an interesting step to take. Heck, I don't even disagree with the idea that maybe AST could be a little less busy, but it's now being done in a way that erases the job's identity.


Reply With Quote



