Utility cards would be fine if they didn't replace the DPS cards. What you suggested would have been fine since the shield/ hot would have been a small bonus you could play if you needed it but instead it has replaced a more useful card.
It's important because all healers have a plethora of ogcds they can utilize, so having an extra random tiny shield or hot isn't going to make a difference in keeping someone alive or not nor is it going to make a noticeable difference in how many heals you have to throw out/ if you have to gcd heal. If we're talking about doing a level 70 ultimate where you have a very limited selection of tools/ you're missing traits then sure, the extra free heals are nice but the game isn't balanced around that niche case.
Even during week 1 savage, the cards didn't make a noticeable difference in the amount of heals we had to give to the tank and they also didn't prevent anyone from dying to raidwides/ damage since the only time that happened was them either instantly dying from failing mechanics or from not being healed back to full fast enough in time for an AoE.
They either need to be buffed, the healer kits need to have a ton of free healing removed or they need to change them to the system you proposed for the cards to not feel like the aliexpress version of endwalker or even the stormblood cards that everyone seems to love. It's like the lady card back in endwalker, the extra heal was nice but everyone would rather draw the lord.
Sure, it won't make you kill the boss a minute faster but every bit helps, especially on prog and helping to skip a mechanic or raidwide will help you out more than the utility cards. The problem with them as they are is that unless they gut the healing kits of all healers, they're never going to help you out more than being able to buff your team's damage.
You knew who you were supposed to give the card to, but there was still RNG as to if it was a ranged or melee card, plus you might have had to redraw because you needed a different sign so you couldn't exactly memorize the same way you could memorize a dps rotation for a given fight. The whole reason people who liked the endwalker version of astro hate the current iteration of astro is because you had to think on your feet and adjust to the situation depending on the card you got and either redraw it or give it to the right person when they're about to burst.


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