Quote Originally Posted by ForsakenRoe View Post

The first three cards are played, then when the second three are drawn, none of that second set of three are the same card as the first set contained. Effectively, it's going to be akin to SMN, where it has Garuda Titan Ifrit every 60s, we have 'damage card, defensive card, healing card' every 60s. It might be that, for example, Balance is 10% damage up and Spear is 15% Crit rate up, but at the end of the day, you're drawing either Balance or Spear into the 'damage slot'. As such, there'd be no variance in what you do with that card, it's always a damage related card so it always goes on the best Melee DPS you have.

As another example, let's say Bole is 20% damage mitigation, and Arrow is 20% Evasion rate or something, to make them both 'defensive cards'. Why would you ever choose to play them on something other than the Tank in a raid, and as such, why have the distinction in the first place? There's no 'decision making' to be done for that slot, the 'defensive card' slot, because regardless of the effect, it'd be best to put it on the Tank, and so you don't even need to look at the card you drew, you just play it on the Tank either way. The same applies to all three slots really, Damage slot goes on 'strongest DPS' regardless of the card, Defensive goes on Tank regardless of the card, and Healing gets held onto for the very not-often chance that it's needed to heal something that our over-bloated kit of OGCDs cannot already handle. At least that one might have some distinction/decision making (eg if one Healing card is a heal and one is a shield)

With that being confirmed, I guess I DO like the new system more and am excited to try it out.
Thanks for clarifying ^_^.

But I guess I could go more into detail as to why I prefer this over our current system.

The damage slot: basically what we currently have. Draw card, throw on DPS every 60 seconds. Nothing exciting here.
The defensive slot: can go on a tank if it helps their CD management for tank busters. Otherwise I'm keeping it as an emergency card for that ONE player who always gets hit during P12S superchains, so he won't die to successive AoEs.
The healing slot: an emergency healing, in case my co-healer dies unexpectedly. Or I just use it instead of another oGCD to have that oGCD ready for emergencies. Or I use it to solo heal mechanics to allow my co-healer to farm parses (something I personally don't care about). I'll find uses for it. I've always found uses for everything, even for the old Spire, back when TP were still a thing.

I love utility. It's useless when everything goes right. But when something goes wrong - I have lost count of how many boss kills I have saved because of "useless" utility, or because I opt to have Lightspeed for emergencies instead of using it to play cards during burst windows, when enrage is not an issue. So I guess this change just caters to me. They brought back the utility that I liked about the older card systems, even if only a little bit.

I do understand why not everyone is fond of this change though, and this problem will only get worse with every rework, considering each iteration of AST will have its fans xD.