Same, though mostly just if it had additional elements leverageable for gameplay.
I'm not a fan of a starvation mechanic existing just to support a stat that wouldn't otherwise need at all to exist (and no meaningful gameplay decisions around it). Short of the last time it was optimal to cast a Cure I / Physick, MP has only ever been a bloated anti-gameplay mechanic with a side of rez-charges, while TP has only devalued Skill Speed outside of certain less aTP/gcd thresholds (at which point, it was just a slightly lesser punishment).
That's the thing I don't want it to be, to be fair. MP is effectively just 3.33 Edge/TBN charges on DRK, for instance, with each charge taking 45 seconds to recharge naturally and each generator (be it Syphon Strike, Stalwart Soul, Carve and Spit, or Delirium-Bloodspiller/Quietus) offering 9 seconds' of CDR. That's... literally all it is.even if it's just another way of hiding a cooldown
That's not awful, but neither does that feel like an actual mechanic of any sort. I'll work on a mock-up that might make clearer the extent I'd want for MP, but the short of it is that I'd like it to feel less like a just starvation (or, "Am able to use my abilities: Y/N") mechanic and to route more nuanced decisions through it or to visualize/demark broader successes.
I think that's precisely why ARR/HW BLM's MP seemed the most interesting period to me, yep.a BLM squeezing just one more Fire IV if they get 1000 more MP
I could get behind something like that.removing NIN mudra cooldowns and having it tied to MP instead
Lol, yup.Like with speed currently, it would be another interesting way to alter ones rotation with stat choices. It'd be an absolute pig to balance, but dammit it sounds fun