No, that was common knowledge among most Warriors I met doing Extreme Trials or higher.
Then you're effectively barring any meaningful discussion of good design. If aspects like cohesion, readability, intuitiveness, etc., cannot actually connect to whether a design is, on the whole, enjoyable, then they become worthless. There is no other point, ultimately, to design in a video game than for it to be enjoyable -- to be fun.You're attaching metrics like cohesion and intuitiveness to something subjective like fun, which is something I have a problem with.
Honestly, that's one of the few things about it that would be nuetral. After all, every builder-spender system is merely a way to delay throughput. That RDM uses spendable Mana at all, instead of merely strapping a CD onto its melee combo (or, say, 4 charges each consumable by any GCD of the melee combo or Moulinet) is deliberately delaying a vital, iconic part of RDM's playflow.Saying the hypothetical DoT would delay resource generation is a strong argument against it, or at least enough to prompt the suggestion be taken back to the drawing table.
I'm not pretending to know whether it will, for each person, be fun or not. But we absolutely can guess reasonably at likelihoods, based on what has been well or poorly received both generally and in this game.That's a far, far cry from using "fun" as an argument for or against something.
Have you met anyone who actually enjoyed getting stuck (seemingly at random or otherwise outside of their control) with a full 2.99-second wait before their first Umbral Ice MP tick, back before Ice spells were made free during AF3 via the Aspect Mastery trait (lv.72)? That is very, very similar to what your MP-ticking DoT would likely cause, in that it uses a separate server tick that therefore does not scale with the GCD (and thereby punishes Spell Speed even more than usual), frequently forcing one among (A) a 3rd-party tracker and specific delays, (B) less-than-optimal play to stay safe, or (C) throughput per rotational string badly skewed any which way by issues of sync that felt outside the player's control.
Look at what people say they like about RDM in practice. Look at what they say they like about it conceptually. Does reliance on server-ticks to milk a maintenance skill align with any of those points of favor? If so, then it may be worth the effort of polishing to get around its likely issues. If not, though...
I fully disagree. You both can and should predict as much to a worthwhile degree, and both can and should design towards what will more likely be fun.Worrying about whether a mechanic or skill is "fun" doesn't help in the long run because it's not something you can really design around, much less predict from your playerbase.
While you cannot judge the result for any particular individual, you can make reasonable predictions for large enough groups, especially among those with preferences in common. To simply throw your hands into the air and toss random mechanics into the mix, without proportionate regard for the aspects likely to contribute to their users enjoyment, because it "can't be predicted" is merely preemptive failure. It's a shit excuse that acts merely to let developers less understand their players or their designs produced.



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