
Originally Posted by
Shurrikhan
While a decent bit of HW DRK was clunky, I feel like that's among the gameplay constraints least worth pandering to. I see absolutely no issue with tanks having a higher maximum DPS but also needing to sacrifice some of that in order not to die. Hell, I'd prefer that for all of them. Being able to leverage that feels more tank-like than having one's defensive resources solely doled out on timers unrelated to the rest of one's kit.
Agreed. That said, even an entirely resource-gated job would still has forced times by which at least one ability per resource type must be spent, just as a time-gated kit has forced times by which one charge per CD must be spent.
(There's not really any difference save between what either kit allows except that it gets far more tacky to house the separate gauges for several separate resource spenders than to simply house several separate CDs (which, may likewise be shared across multiple skills) and that the resource skills may further suffer from downtime... if they're not something like BRD's Soul Gauge, which is functionally just a RNG-muddled stopwatch.)
In both cases, if we additional timing/cycling 'options' we need conflicts, competitive choices. That's not to say that everyone would even like those choices, but simply that there no 'options' as to how to cycle unless optimizing window A means not fully optimizing window B, etc.
(Which then, in effect, means slightly overtuning the job in raidbuff-less comps as you compensate it for the potential loss/desync, but that's no biggie so long as those buff-less comps still aren't optimal; the choice otherwise just boils down to "Are my comp's raidbuffs enough to hold one of my own buff cycles (etc.) for, or should I attempt to get an extra use out of my own over the length of the fight?")