How do you mean?
That "need" is itself dependent on how Manafication works at present (damage buff and resets) and the whole idea of Corps-a-corps and Displacement (which I feel should lead more towards the sword feeling like an advantage, in the form of low-cost and very open mobility, rather than a fetter, per the current ppm -- which is itself, naturally, siphoned from everywhere else in the kit).
Same. RDM dungeon-running in practice has always been a lot... clunkier than it has any need to be (e.g., in terms of its guiding design philosophy). This should really mostly replace that with just further sheer glee.It's really more the ability to instantly manaficate at 10/10 and just go ham on the first pack in a dungeon that pleases me, cause then that melts pack 1 and leaves pack 2 for building meter for the boss while putting Embo and Manaf on cooldown.
That's the thing, though. The punishment would already be sufficient, just due to (Enchanted) Riposte's very low ppgcd and longer-term rotational consequences, even if Enchanted Riposte cost the least.
By doubling down on that punishment/inefficiency, through both pathetic reward and heightened cost, they're really just making it a non-decision -- at best a trap that sits on your hotbar.
Why waste that space when you could instead have an integral, thematically-cohesive tool?
A good degree of punishment enhances complexity. When it squanders it (or its afforded cohesion or opportunities in a given kit), it's gone too far.



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