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".