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  1. #1
    Player
    Archwizard's Avatar
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    Feb 2019
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    A café at the edge of the universe
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    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kalise View Post
    Since when is WHM based around MP management?

    Since when is AST based around MP management?
    Exactly as you said, they're both healers -- some of the most MP intensive jobs in the game, and the majority of the reason BLMs can consider Mana Shift a semi-viable utility. If your healer runs out of MP, people die.

    The second suggestion, has some merit, because you'd want to time it around maximizing your spell cast output to maximize gains. Whether or not such a thing would end up working well is questionable.
    My concern with a suggestion like this, much like the question of having our Enchanted melee restore MP, is that we have to already have a significant MP investment in order to be able to replenish our MP in this manner.
    A DoT may be boring, yes, but at least you can use it when you're at low MP to catch up more easily.

    Quote Originally Posted by Sunako View Post
    MP regen is easily fixed by increasing more melee comboes. PLD used to have tp problems too, but once holy spirit become part of rotation, tp become infinite. Same way rdm regain mana while rotating melee combo, since melee combo is free mana wise and passive mana is 2% mana every 3 seconds.
    Except that TP is going the way of the Dodo in Shadowbringers, so we have no idea whether the melee combo will continue to be 'free' or begin consuming MP like our other abilities.

    Quote Originally Posted by Shurrikhan View Post
    I'm fine with MP being a non-factor for casters apart from rez costs. I'm not fine, however, with spending even more buttons on said non-factor.
    My take on this, from a design perspective, is that every gap in the design should be taken as an opportunity for expansion rather than just a problem to slap down.
    Increasing MP regen or cutting costs would fix the problem, but it wouldn't expand the gameplay in any way. Restoring MP by doing our melee combo doesn't expand the gameplay either.
    About the only options for expansion are "create new interactions between skills we already have" or "more buttons" -- and personally I don't see why we should overcomplicate the solution to such a simple issue.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
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    12,963
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    My take on this, from a design perspective, is that every gap in the design should be taken as an opportunity for expansion rather than just a problem to slap down.
    And I would normally agree. I've suggested as much in regards to MP since HW. However, I have to wonder what even the most ideal manipulation of MP as a mechanic would add, and at what costs.

    Quote Originally Posted by Archwizard View Post
    About the only options for expansion are "create new interactions between skills we already have" or "more buttons" -- and personally I don't see why we should overcomplicate the solution to such a simple issue.
    And, again, I'd be fine with the first, so long as it doesn't get in the way of whatever more attractive gameplay it would cost. I'm not at all fine with the second.

    Quote Originally Posted by Archwizard View Post
    Restoring MP by doing our melee combo doesn't expand the gameplay either.
    Naturally, as you most often need MP after Verraise, which doesn't remotely sync to your melee combos, or after death, which depletes the resource needed to perform your melee combos...

    What can expand gameplay, however, is to make RDM's sword and its melee aspect more than just a tacked-on accessory. If there was reason to actually weave in melee more than once per vH/F cycle, you could use that to manage MP. The only issue is that it still comes at the cost of weaving melee for actual utility, power, timing, burst, or efficiency beyond simply "I overexpended MP/died recently".
    (0)

  3. #3
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
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    A café at the edge of the universe
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Naturally, as you most often need MP after Verraise, which doesn't remotely sync to your melee combos, or after death, which depletes the resource needed to perform your melee combos...
    While true -- particularly due to needing to invest MP into performing the melee combo before you could melee combo for MP, especially if they put the melee combo onto an MP cost with the removal of TP in ShB -- my intent with that statement was more geared toward the fact that melee comboing is something we already do. Simply tacking "also recovers X% of MP" onto any existing ability would not change in the slightest how we use the abilities, except possibly to encourage subpar gameplay; for instance, "just spam your unenchanted melee combo if MP gets low" sounds great if you only consider running low on MP to be a niche case caused only by death or Verraising, but not as a result of running your actual rotation for long periods, meaning it would eventually turn from a niche case into a part of the core rotation.
    It would address the immediate problem of MP consumption, but it would not add to the core playstyle in any positive way.

    Besides, if the worry is that MP would only become a concern to us after Verraise spam, wouldn't giving us another means to burst-return MP be a bad thing...?
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
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    12,963
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    While true -- particularly due to needing to invest MP into performing the melee combo before you could melee combo for MP, especially if they put the melee combo onto an MP cost with the removal of TP in ShB -- my intent with that statement was more geared toward the fact that melee comboing is something we already do. Simply tacking "also recovers X% of MP" onto any existing ability would not change in the slightest how we use the abilities, except possibly to encourage subpar gameplay; for instance, "just spam your unenchanted melee combo if MP gets low" sounds great if you only consider running low on MP to be a niche case caused only by death or Verraising, but not as a result of running your actual rotation for long periods, meaning it would eventually turn from a niche case into a part of the core rotation.
    It would address the immediate problem of MP consumption, but it would not add to the core playstyle in any positive way.

    Besides, if the worry is that MP would only become a concern to us after Verraise spam, wouldn't giving us another means to burst-return MP be a bad thing...?
    1. So far we've been told to think of the removal of TP costs as 'Former TP costs being removed altogether, not just being switched to MP'. From what little we have to go off, it seems unlikely that RDM weaponskills will have any MP cost.
    2. We currently melee in one and only one manner, with no more than 3 GCDs of flexibility. Using our melee aspect in a manner that would preempt, rather than merely restricted by, interactions with B/W Mana would be something we do not already do. At level 70, we have no melee play, as it will never be used except in the context of Verflare/Verholy. We have Verflare/Verholy, with 1.8 GCDs of mobile 5-yalm skills prerequisite to it.
    3. I've not recommended tacking on MP rewards to any of our skills. I said only that it makes zero difference whether you reduce MP costs except to Verraise or increase regen (by whatever means) while increasing Verraise's relative cost, and thus recommended the simpler.
      I merely mentioned that if we actually had a legitimate melee component to the job to skillfully weave, we could use that to abate mana costs, say, taking higher risk at roughly even ppm in order to improve MP sustainability. Note that I also mentioned it'd still be a bad idea because you'd then be forcing would-be superior gameplay into niche requirements.
    4. Adding to the core playstyle would be one of the few things it would accomplish. It'd just do so better if MP wasn't a concern, outside of Verraise usage, in the first place.
    5. Better to have a period in which to badly sacrifice potency as to afford overuse of Verraise than have to maintain a DoT for MP sustainability, with little to no cohesion with the rest of your kit, on the chance that you'll need Verraise later, or to sluggishly recover from said overuse.
    (0)