It was a potency gain at 4-5 stacks of Deliverance, even at 3. Yes, they should have buffed it further with its MRD-specific trait, but the way it was used was far from a "waste of a GCD".
Fun tends to apply from more-or-less objective factors, though, such as the average attractiveness of a job's skills executed and/or relevant to the chosen content. Such tends to increase with intuitiveness, cohesion, and sense of decision-making, and decreases with the opposite. "Traps", especially, fair poorly in perceived quality, whether that be in the skill's use whatsoever, or in likely pitfalls in relying on a particular skill.So this is where you lose me. Fun is a subjective thing, and I consider it a cowardly way to try to justify a design (hence why I've taken umbrage with WoW's devs when they made changes to classes under the guise of "fun", as said changes often turn out to be anything but).
To me, I cannot expect that there is anything inherently good about "same as normal, except it delayed and following a different pacing".
Such would not be intuitive (especially in that one's sense of time heavily forms around the GCD, which is far from a consistent 3-second server tick), would not -- especially if a frequently used or "maintained" skill, rather than one leveraged for its less direct effects, such as mobility or banking -- likely add to decision making. And while it's not necessarily incohesive, exactly, such is more likely than it feeling cohesive. Worse, the opportunities for it to feel like a "trap" if tightly leveraged (and if one's not doing so, then, it adds even less to the experience) seem like they'd be pretty significant.
And if fun isn't ultimately the goal, then, what's the point of one's game?
Honestly, this smacks of "Stop saying the job's underpowered or likely to be clunky just because of its simmed performance and playflow. We won't know until we actually play it." Meanwhile, every time such complaints have surfaced from pre-patch notes, they've been echoed by the larger community almost verbatim with the job's actual release.Neither is a sure thing, and to count on it is basically counting your chickens before they hatch.
Yes, it'd add resource per minute, but so too would increasing any other, less finnicky, source of Mana generation.Wouldn't the existence of this hypothetical DoT change how people approach Manafication? I mean in that context, instead of waiting to hit 47-49 mana, there's a chance players would adjust to lower numbers like 43-45 to account for the passively generated mana. At least that what I think would happen.
And imagine accidentally hitting (would-be Enchanted) Redoublement .2 seconds before your last per-3-seconds MP tick... Or, heck, just the awkwardness of having to wait for the DoT tick before you finish said combo.