Quote Originally Posted by Aravell View Post
That would depend on the player, I would absolutely put the Balance card on a tank if they're low and don't have defensives available. The option is there to use it for either purpose, you can even dump the Ewer on a DRK that doesn't have enough MP for a TBN even when the other effect is entirely worthless on them.

The aim of my proposed cards is to give both sides something they'd enjoy. For me, I can use the utility portion to make the impact I desire, which is what I want from the job. For the side who enjoys damage optimisation, they get more to think about because the way the damage boost happens is different for every card and every job would utilise it differently.

I think what most AST players hate about the card system is when the outcome they want is unreachable. SE chose to remove the RNG and hand us everything directly for free to fix it. I propose to marry the two sides of damage optimisation and impactful utility with benefits to both sides.
I would prefer that the choice to use things like what you're describing still be the most numerically advantageous way of playing those cards. I am perfectly fine with certain choices between things like offense and recovery, like how Energy Drain is (or moreso before it was nerfed into the dirt). But while it provides a lot of options for the player who's comfortable playing more casually and not concerning themselves over optimization, it punishes the person who wants to optimize. But why? Why can't we have both the opportunity to use cards for utilitarian purposes at the times when they are most useful, and that still be the optimal choice? Or at least, using the cards for their utility is an optimal decision, but as for when and where you use that... That's another story.