Quote:
Originally Posted by
Valence
I'm frankly too lazy to write an essay about this, but what you're completely missing is the MP changes literally mean that currently MP song is baked into base MP regen (much like Tank stances are now baked into Tank Mastery).
They're not. The passive MP generation is the same, even in its impact from Piety. Our personal sum of MP-gen & MP-savings were also nigh-identical.
Spells retained the same % cost of at-level base (i.e., pre-Piety) MP cost. Piety was changed to % increase to MP gen only because max MP was standardized; when it increased max MP, its effect on MP gen was identical atop increasing you total 'battery capacity', so to speak. Lucid Dreaming's Refresh potency is the same as what it replaced. The difference is solely from the decrease in high-MP-cost GCDs. MP regened at 2% per 3 seconds. It now regens at... 2% per 3 seconds.
MP still isn't "magically fixed after a couple of GCDs" unless under Lucid Dreaming, just as it wasn't before unless having just received a Mana Shift or a whole Ewer, under Sacred Shroud, Luminiferous Aether, or having just hit Aetherflow, after using Energy Drains, etc.
Meanwhile, Shroud of Saints being 60p for 18s (360p total) at a time when Thin Air was considered a unique MP-saving perk (all casts free for 12s). Lucid Dreaming is now a 55p refresh for 21s (385p total) while only supplying 1 free cast per minute, down from potentially 6 per 2 minutes.
Again, the main change there... was truly just that an AoE heal had some 250%+ the cost of a filler attack while even a Cure/Physick still had 100%+ the cost of a filler attack. By reducing healing required relative to healing freely available, MP was made far less relevant.
Meanwhile, half the "benefit" of Tank Mastery just went into making all enemy attacks hit harder (fitting nearer to DPS stance than tank stance in terms of damage intake before the level 82 upgrades), increasing the gap between tank and non-tank damage taken far more so than actually increasing tank passive eHP relative to before Tank Mastery.
Quote:
Holy costed 1600 MP for instance, on a total pool of 15-16k MP with almost zero regen
Passive Regen was identical to now, 2% per 3s. And Holy cost a ton because it did an absolute ton, allowing for the highest Burst in the game after triple-Flare.
Holy was 10% of your MP, but was also originally an effective 343 potency at a time when Doom Spike, for instance, which used 16% of total resource per cast, was just 130 potency (or 143, later 150, with Heavy Thrust), and even pre-nerf Flare was just 432 and would leave one waiting idle for their next MP tick to the point of being barely net-neutral unless having Transpose and a Firestarter and/or tick-syncing. And it had a 4s AoE stun at a time when tank oGCD stuns were only 3s (WAR) or nonexistent (PLD).
Holy had the highest ~20s Burst in the game, with only triple Flare (which required an MP pot and 3-minute CD) coming close (better at 12). It was not meant to be spammed. By the time it fell to mediocre, its MP cost also fell to 600 (same as Gravity, with which it shared potency in Diurnal) and once its damage was standardized entirely, its MP cost was likewise standardized, with the AoE stun being a free perk.
Altogether, the point better made would just be that healers could originally dump a ton more value into fewer AoE GCDs, more so than they were less efficient. I'd rather have 343 potency for 1000 MP than 182 for 600 a la Stormblood, and honestly even over for 400 as per Shadowbringers. It'd give more room for DoTs (which WHM had at 12, 18, and 24s back in HW, for instance), Regen, etc., which in turn better encouraged not wasting its stun duration.
Quote:
This by definition introduced a lot of considerations and management depending on the team, the skill of every player (tanks tanking well or not, and dps doing good damage or not), their gear, etc. No run was identical to another, especially on healers, because of this very reason. This is why the removal of all of this turned me off healing completely.
Healer rotations in Alexander Savage were chartable down to the GCD unless there were major f-ups, largely the same as now. The change was just that, given greater dynamism via GCDs over one's total effective outputs, MP was still a bit more of a shared resource instead of just a number of remaining rez charges.
Now, I'll agree fully that the ability of healers to be able to contribute more meaningfully beyond just healing (real AoE damage, often above tanks and nearing that of DPS, for instance), even if in shorter spurts only, was preferable to the dull tread we have now. I even would agree that it was better when Cure/Physick could situationally play a real part (as much from needing to top off a tank already at 80% because stuff could actually hurt as from MP costs, but still). But I think you overestimate certain sources of those differences -- something that tends make people nostalgize over what would result in mostly the same gameplay instead of focusing in one what would actually lead to the results they desire.
Quote:
BLM excepted I guess.
I mean, tick-sync was absolutely crucial, so if you count that as part of mana-management...
Quote:
A lot of different profiles in fact.
True, and I do miss that, even if it did mean that dungeon balance went from one-pump-Chucks being useless (apart from SMNs, with both, why care about Burst if the overall is crap after 30s) to being one-and-done-Chads (Burst is everything).
Quote:
The only thing I didn't like was how running out of TP or MP was extremely frustrating to play with especially on non healer jobs, and I wish the devs back then had thought a little more about how to address this state of demi failure on the party's behalf.
A somewhat frequent suggestion since ARR: Apportion spenders' potency and cost to %resource remaining. No actual starvation/lockouts, just gradual potency lost leading one to take a lower APM for a rotation or two before damage-amp-windows come back. Weakness then takes care of itself, even if more salvageable by ASTs, Rangers, and Mana Shift.