But it's not. TBN does not need to give (modern) "Dark Arts" nor the name "Dark Arts" be limited to giving free Edge/Flood casts. Edge/Flood is not TBN. TBN does not need to give free Edges/Floods. Nor did it originally give free Edges/Floods.
They simply had TBN go from giving empowered GCDs (via 50 Blood, which you'd spend on Bloodspiller or Quietus for a boost over combo average ppgcd worth X potency-per-MP spent) to giving oGCD attacks because their Shadowbringers simplifications included removing Dark Arts, which would otherwise have left DRK with a massive apm gulch to fill that would have otherwise upset even more DRK players.
Then don't make it not cost MP?Cause if you tried mixing in something like my suggestion for without TBN costing MP then you simply make having enough for TBN so easy that the cost again becomes pointless.
Literally Dark Arts in place of Edge/Flood, withIf you seriously think everything would be fine if more MP skills were added, then provide me an example? What could CBU3 add into the DRK's kit that would add more uniqueness to it that cost MP while not getting in the way of the current playstyle of burning it on Edge and making sure to have enough for TBN?...as would befit any actually involved use of a gauge.
- each Dark Arts offensive spender not on a CD having X effective-potency-per-MP-spent plus varied utility (be that banked MP, additional healing done, suppression, or what-have-you),
- the rotational CD-locked offensive spenders (Shadowbringers, Carve and Spit) having higher effective-potency-per-MP-spent, directly or indirectly (as per follow-up buffs) to encourage margining for them as well,
- the other (non-TBN) defensive spenders, if any, generally having enough indirect rDPS value via whatever combination of saved healer GCDs/resources and/or counteroffensive attacks/buffs to be frequently optimal over non-CD directly offensive spenders (except when their burst healing or damage is more necessary at that particular moment) until overgearing content,
- and successfully popped TBNs again giving Blood (even if allowed an overcap margin for reduced skill floor), with said Blood spenders being tuned over combo appgcd sufficiently to compete with Dark Arts for successful pops only, and
- more MP actively generated per minute (instead of merely having costs nullified via CDs) such that one can more often burst in multiple means of sustain into the same TBN CD's period and for more APM between bursts (even if we might, say, have a couple actions less per 2-minute burst)...
Again, what you're saying is the equivalent to "We can't have Kaiten because we already have Shinten." You can have competing spenders, and the MP gauge would be better utilized for it.
Not inherently, no, but it does when the strengths added specifically deemphasize skillful timing.
But it's not. It's literally not. Start learning how to bank and pre-pop it. I get that the game right now, once geared, is frequently too easy to see the difference, but that goes even more all the other on-demands.I do think they're all easy to use and yet TBN is even easier still.
Something net-neutral literally cannot be a "reward". Again, the reward has to earn you something. In TBN's case, it's subtle but still existent: an extra Edge/Flood under raid buffs because you can use it to, in effect, bank 3k MP.But yeah, it's main reward is infact "use damage ability you lost otherwise,"
Which, again, TBN did not remove. TBN's entry introduced the height of DRK's MP manipulations, even when discounting TBN itself. If it were the limiter, it would not have existed simultaneously with that, let alone been synergetic to it.And yeah, there used to be A LOT more MP management, that is MY point too.