Quote Originally Posted by RiceisNice View Post
Ammunition in general could have been better designed; having it be a straight potency buff and consumed on any weaponskill isn't very innovative toward the job, and quick reload becomes another oGCD rather than a job mechanic because of it.
While I also complain about ammo's implementation, I can think of only two applications that would work in the current game. One would be designing MCH's shots around having additional effects that have to be manually tapped into by loading ammo before a shot (basically, what we know as Dark Arts). Have ammo replenish over time without you having to press anything, with maybe procs that increase the speed at which you recover ammo or a proc that generates 1 ammo. I'd probably make each ammo unit recover within 15 seconds of being spent, with the max you can have save up being 5.

The other application would involve designing MCH around normal-power abilities that consume no ammo and strong abilities that consume ammo. Have ammo also be 5 units that replenish over time and forcing the MCH to pace their ammo use, with maybe a cooldown that replenishes all 5 units but on something like a 2-3 minute cooldown.