Both options feel like they make sense. To be honest, a fair few of the resource gauges could use that treatment, where either the gauge holds slightly more than <minimum usage> + <burst cooldown gain>, or the cooldown instead simply makes the next usage free. With some of them, simply having charges on the generator fixes much of that issue. For example, Reaper has a mini cooldown, Soul Slice, that generates a full half (50) of its red gauge, and all of the abilities that use that red gauge consume the same 50 of its red gauge. But Soul Slice has charges, which gives much greater flexibility about when they are used.
That said, since Barrel Stabilizer is a 120s CD instead of 30s like Soul Slice, and given that the heat gauge is used exclusively for Hypercharge, I feel like option A is more likely to be the route they'd take, if they went this way. It preserves the same gameplay and for the most part the same pooling capacity as now, but alleviates this overcapping issue. Giving it charges might expand the opener burst more than they'd prefer. Mayhap this could be solved by adding an additional mechanism to (some) charged abilities, where there's an overall recharge time per charge, but also a minimum interval between uses, a sort of internal CD that's separate from the charges. That could be used to permit large CDs like Barrel Stabilizer to have charges, granting them flexibility about when they are used (as sitting on the CD for a bit doesn't cost you usages), whilst still limiting how often they can actually be used in combat (say, an internal CD of 30s, with the same 120s recharge, so you couldn't double-tap the 2 charges, and it effectively hard limits to 1 usage during the opener, but you still get the timing flexibility of the second charge).
That said, regarding your reference to RDM, even with the EW changes RDM still has that issue with their mana. Takes 50/50 to use the melee combo (or 60/60 for the AoE one), but Manafication also grants +50/+50, and it still caps at 100/100. So if you hit >50 just as Manafication comes off cooldown, you either have to waste mana or delay Manafication, neither of which are particularly nice options. Unfortunately, Manafication doesn't have as clean a solution. They'd have to give you like 3 stacks of a buff that makes melee abilities free or something. Still, I would certainly not mind such a change.

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