So here's my take: we don't need to be rewarded for balance. In fact, we actively shouldn't be rewarded for it.
Thanks to that lovely Mana cap we have, we can at any time choose to balance our Mana. But we're designed that we never should by this method, to make it painfully clear that capping is bad for our DPS, and more than just "slightly". Arguably it could be considered harder to imbalance Mana without wasting active procs, especially as you get close to the Mana cap; this commonality is a large part of what makes the addition of Reprise so functional, to give us more breathing room to set up our Mana before hitting cap.
The current Verfinishers, sloppy though they may seem, accomplish in their requirement for imbalance a simple incentive not to cap your Mana -- but by the current design, the existence of a skill that can be executed and rewards you for capping out or just spamming Jolt to keep balance should be treated as a consolation for failing to execute other skills.
As we've already seen with attitudes around Engagement, "consolation" skills are not appreciated, and are treated more as a waste of design space that serve to bandaid other inherent problems within a kit.
And to say a "balance" Verfinisher should be stronger is like giving us Engagement and then making it stronger than Displacement.
If the design swerve we were served by the Verfinishers was to go out of our way to imbalance Mana, to turn back around and compel us to rebalance our Mana like we all were doing from 50 to 68 is a step backward for our gameplay, dumbing it down to an earlier state rather than building upon it.
But most importantly, and I cannot stress this enough, having 3 spells designed to accomplish one task -- regardless of how they're tuned -- is just too many freaking finishers. It's not about split-second decisions, it's about really asking to spend design resources and limited advancements on a spell that either invalidates existing spells or accomplishes a task they could with smaller adjustments, so you can glance at your Mana, go "oh I'm already 80/8X", and play whack-a-mole based on the value of X, now with 10% more laziness and a third hammering arm.
Two Verfinishers already gets weird looks for have two spells that are just the same description, but they get a pass specifically because of the intent of the Balance gauge as something that represents the volatility of two opposing forces, always in flux, never to be perfectly balanced but simply to be kept in check.
Three is just freaking ridiculous.


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