Quote Originally Posted by Aravell View Post
I've been thinking about how to fix the card system as well, but the best idea I can think of is marrying the utility and damage cards or separating them. One thing I know for sure though, is that the system could be a lot more creative than what they gave for DT. Here's a draft of how I would do a card system that allows thinking and optimisation:

Balance: 10% damage dealt up, 10% damage received down [ Straightforward, can use on anyone]
Bole: 20% damage received down, adds a portion of active mitigation and defensive stats into damage [The tank card]
Arrow: Increased autoattack speed and causes all autoattacks to hit twice [Best on jobs that already autoattack fast]
Spear: Increase crit rate by 15%, whenever a weaponskill/spell is used, apply a stack of Fury, Fury becomes Retribution at 3 stacks, Retribution causes the next weaponskill/spell to echo for 50% potency [Best on SAM when they use Meikyo or on PLD that's just starting their Blades combo]
Spire: Lasts 30s, increases move speed and allows every weaponskill/spell to grant 1 stack, every stack increases damage dealt by 2% to a maximum of 20% [Best used 15s before raid buffs so they have full ramp up in buffs]
Ewer: Restores 2000MP, every spell now costs 50% more but is 20% more potent (includes healing spells) [Basically usable on any caster except a BLM]

With that, you have a card system that has plenty of thought required to optimise fully while also having a diverse range of effects without having any cards that's just straight up useless. Also allows you to place cards on more than just the DPS jobs.
I've seen the merging idea as well, but I hate it, and the reason is because the utility is an after thought. Balance, in your example, doesn't go on the tank about to eat a tank buster. It goes on the Samurai because damage. The utility ends up becoming more window dressing than anything else.

What I was thinking for the card effects, going off what the trailer has established, would be the following:

Balance: 6% damage increase
Arrow: 9% critical hit rate increase
Spire: 12% critical damage increase

Bole: 15% damage reduction
Spear: Receives 30% HP restoration from single target healing actions (Synastry is removed)
Ewer: Discipline of Magic - 60 potency MP regeneration; Discipline of War - 120 potency HP regeneration

All cards last 15 seconds.

Lord of Crowns: Deals damage with a potency of 500 for the first enemy and 50% less for all other enemies.
Lady of Crowns: Restore HP with a potency of 500 to self and nearby party members.

In addition to this, Celestial Opposition would be partially reverted to look like this:
Stun nearby enemies for 4 seconds. Extends the effects of The Bole, The Spear, or The Ewer on self to all nearby party members. - 120 second cooldown.