I'm glad that people once again are acknowledging that Dark Arts spam in Stormblood was terrible. The community as a whole fought to get rid of it. It was hands down the most poorly designed iteration of DRK, put together by someone who had no understanding about why the Heavensward design worked.
Jobs which involve resource management have to be designed from the ground up around resource generation and cost. If the resource generation is too high relative to the costs, or the costs are too high relative to the resource generation, it doesn't feel good. This is why both Stormblood and Shadowbringers felt 'off' for different reasons. The biggest issue at the moment is that the container size is wrong. 3000 MP increments in a 10000 MP container? Why? Does it not make sense to go with an integer number of multiples, like 1000 MP/2000 MP/2500 MP/5000 MP? I feel like none of these design decisions would have occurred if we were using two unique job gauges, instead of relying on MP.
I don't think that increasing MP costs on Edge/Flood is the solution. The next multiple up is 5000 MP. Could you imagine only being able to store 2 Edges at a time (3 if you include Dark Arts)? That doesn't sound very fun. If anything, it probably makes more sense to go down to 2500 MP or even 2000 MP, and then adjust the rate of MP generation accordingly such that you don't cap too quickly. More storage makes for more interesting burst possibilities under special conditions (i.e. tincture/fight-specific mechanics). Remember, you can't double weave Edge with itself, so extra capacity will usually get pushed outside of burst. And if you really want to reduce the number of double weaves in general, remember that a 1.5s GCD during burst naturally removes that consideration.
On the subject of DPS queues, on a populated DC they're not really noticeable. RPR feels like it has a bit more in common with GNB than it does DRK, though.


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