I wouldn't really call it a "penalty". It's not like you lose out on 600 potency if you balance -- you just go from 100% chance to proc a spell that's 1 mana stronger than Impact, to 20% (and that's not even considering if you already had the corresponding procs active going into your combo, which is arguably just as common as going into melee with a perfect balance). The fact that there's still a chance to get the proc anyway shows the devs fully expected exactly the scenarios you mentioned.
To call that a penalty is a matter of perspective; I'd argue it's more of a reward for going into it slightly unbalanced (bearing in mind that with a 100 cap and an 80 buy-in, any imbalance is still within the red territory), especially as each Verfinisher gives you the bonus for rebalancing.
Okay, sure, you lose out on damage if you overcap, but managing and controlling resource generation is a key part of gameplay for any resource. If anything I'd argue if that was truly so out of hand for us, there's more cause for another ability that shaves off some mana than a redundant finisher.
But either way what you're really asking for is a safety net against bad procs (or just bad play), which already is fairly mitigated in our design.



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