Quote Originally Posted by Khalithar View Post
Not that confusing honestly, Blizzard did that as a means of making some of the easier classes a bit more interesting even though they had been without them for years and in my opinion it worked. It added some new combat options and they added cooldowns later on to work with those resources. So I adamantly disagree that adding some new resources systems would be too confusing, I think the players will adapt and get better and see that it's better in the long run.
Though in all fairness they did basically standardize the most unique resource systems. Runes is now fragmented Energy, cooling two at a time. Focus is slower-regenerating Energy. Shards are basically Chi. Maelstrom is basically Rage, but generated from most skills (and AA procs) and spent on others, instead of being generated only through AAs and spent on most skills. Sorry, ignore that. #AngryWoWVet

(Thinking aloud) I feel like my primary concern is whether or not there's much of anything to be gained from the independent resource systems. Pugilist/Monk makes a lot of sense as using one, to me. But Dragoon? You could use the TP bar instead of the buff duration to track BotD, but to what end, and what before that? BotD management isn't a thing until 60... Would it become the Bloodletter / Rain of Death resource for Bard? Moving it into a resource would reduce a lot of the risk and tick-tracking of the original system, especially as it applies to WM.

A lot of the most obvious uses just don't seem especially necessary or interesting, which means that there'd have to first be significant consideration, even without that new resource at first, as to how the classes'/jobs' gameplay could be improved. At which point, is that tangential, or a necessary sidestep to get back on course after our present obstacle?

I think the idea of individual resources has a lot of merit, but it's got a lot of design dependencies.

As such, one other idea I'd like to go over is the idea of a new resource across all classes and jobs that could be used in a variety of ways. For instance, what if it's your limiter for something like... skill-chain-esque actions, allowing additional, cooperatation/sequence-focused damage that should be made further tactical in that it must be used sparingly? (Of course, should that then be an individual or party-shared resource, and if the latter, how does it differ from the LB gauge? Ugh.) Or, you could use it to "Flurry", duplicating your last attack at reduced effect (damage, percentage, and/or duration) as an oGCD. Or you could use it to increase critical strike chance, haste, what have you, but [probably] always just one of those functions. That function might be according to class, or even according to one's gear, but it's a familiar resource regardless. Just another possibility.