I do not mean to attack your mechanic. I'm just wondering where the effective difference is, what the players would actually feel, that you want to build.
Though, if you want the short of it, a consumption mechanic does very little different from standard play except to provide ramp-up, unless multiple options (in its source combos) are actually usable. Consider: you use a combo finisher 1-3 times on a target, and then you consume their resource for enmity (+ an effect, which would be indifferent from something embedded in the combos itself except for its timing, which has no control advantage if it is not difficult to maintain and no combos which would have short-term or time-sensitive benefits). How does that meaningfully differ from simply having access to a high-enmity combo and even a vulnerability passive activating a combo finisher, except that while a high-enmity combo secures threat in 2-3 GCDs, this would take 3-9 + an ability?
Consider what it's actually doing for you and whether that gameplay, not the mechanic itself, would be unique and enjoyable.
Now, the system itself is actually really, really neat on paper, but you have to consider also: When would Gelus actually be useful? With 3 other party members or more, could Flabra ever outperform Tenebrae? If not, your gameplay is essentially just Tenebrae while stuck in Tellus for sufficient enmity until (if ever) you have enough enmity of Runic Cypher alone to swap to Lux.
It's a combination of factors, for instance, that makes the Warrior IR-Zerk phase feel urgent and impactful -- FC damage, Onslaught damage, the effective proximity between the two, what RI does given job gauge generation, the duration of RI as overlaps with Berserk as to allow either 130 (2 Onslaught, 1 Upheal + FCs) or 125 (max FCs) Rage spending over the duration, Onslaught CD as to be ready and syncable, the need to bank without overcapping in advance, etc., etc. Similarly, Dark Knight feels different primarily through its APM and because of how much is sacrificed to use an enmity combo, the relative and situational value of mana, the stance dependence of BW and BP in order to maximize that mana, this constant state of (however shallow) mana-gambling, etc.
What I meant to ask was, what are you going for here? What are supposed to be the exciting, not just functional, moments that let it feel different?



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