Quote Originally Posted by Rozeee View Post
ICompletely missing the point that people aren't unhappy because their parse is lower, but that there was nothing that could be done if you were screwed by RNG. Missing 1% atk buff for the whole party sucked, but I cared more about not getting the 3 seals, not the 1%. Nobody wanted RNG from the literal fortune-telling job to be removed, people wanted more ways to control the RNG like Royal Road or Spread. I don't say this lightly, but whoever is in charge of designing healer jobs (if there even is one), needs to never touch healers again. The only good change for healers in the past 5 years is SCH's pet AI, everything else just keeps getting worse and worse.
That's why people always quote SB AST as the best iteration of the card mechanic. RR and MA literally solved RNG while making undraw irrelevant because if you ever got a card you didn't want you can either RR it for a bonus effect, but if you already had an RR effect ready, you can MA it for lady or lord. If they kept the RR system while changing the cards to reflect the trinity "seals" i.e.;

Balance (phys)/Arrow (range) = Direct crit, RR potency up
Bole (phys)/Spear (range) = Mitigation, RR duration up
Spire (phys)/ Ewer (range) = Crit, RR aoe

this change would have been far better than just making all 6 cards functionally the same. I've always had this thought ever since they butchered the job going into ShB and EW but its funny after watching the job action trailer that someone on the team literally had the same idea of making the cards into a "trinity" but still fell short. If they didn't spend all this time reworking AST we would have had a skill that allowed us to set cards on the field by now. Though maybe the concept of drawing a card, setting it on the field face up, and creating a ground aoe buff/heal with that cards effect is a foreign concept. AST and DRK are literally proof that reworking the job every expansion will only be to its detriment while WAR and BLM are the complete opposite.