Quote Originally Posted by Duelle View Post
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.
On the topic of fun, this is the opposite of fun. RDM already has a layer of doing 'quick maths' on the go to predict where you'll end up after the next pair of actions. It doesn't need a 'Balance Gauge Over Time' effect on top of that to make that more 'fun.'

I like knowing what my resources are, and how much hitting a button will change that resource, and seeing that resource change.

Having a BGoT will not improve that gameplay. And having a BGoT (something that is not fun) in order to justify the addition of a DoT (which is not fun) sounds like bad design that doesn't fit the flow of the job.

Shirrikhan nails the problem immediately:

Yes, it'd add resource per minute, but so too would increasing any other, less finnicky, source of Mana generation.

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.
To add to this. Whether or not your Redoublement is enchanted is based not only on server ticks but latency, because your client also has to know you're at the right balance guage in order to set up the right ability. So you have Server Ticks AND Latency as issues to contend with! You end up in a situation where you either risk the server tick or you potentially overcap.

This is just begging for 'feelsbad' gameplay. Heavensward Design died with Heavensward, let's not ressurect it, guys!