Quote Originally Posted by ForsakenRoe View Post
But again, even if the 'sets' are variable, ie you can draw Balance or Spear to the 'Damage' slot, and you might alternate BSBSBSBS for one pull, but the next might be BBSBSBSS, it does not matter. Because whether you get 'damage up because damage% increased' or 'damage up because crit rate increased', it does not matter. The two effects, despite being different in the appearance of their function, have the same base effect of 'the target does more damage in some way', and as such, regardless of whether you drew Balance or Spear, you'd play the card on the same hard hitting DPS. You literally would not need to look at the card you drew, because if result A means 'use on the SAM' and result B means 'use on the SAM', there's your end result: draw, use damage card on the SAM. No thinking needed.

I suppose, with the border of one set being blue and the other being purple, the cards could still be 'one is better on ranged, one is better on melee' and have at least SOME adaptability required, but if it's Draw Blue at even minutes and Draw Purple at odd minutes (ie it always goes BPBPBPBP in alternation) then it's going to be very stale and predictable
The thing you're missing here is how the 2min meta functions. With a 60s cooldown on draw, you're going to draw and play the dps card in your opener. Then you're going to draw at 60s, and hold that card until the 2min burst, and then play/draw/play. Meaning there's still no adaptability required. It'll be card melee, and then card ranged and melee at the same time every 2 minutes for the rest of the fight.