You've spent two paragraphs two posts ago to the effect that such a change is not precedented in code and would therefore require too much effort to be worth the change despite the work in balancing the stat it would make unnecessary (finicky changes to individual skills and almost inevitably separate stat-to-effect scalars for each job).
I therefore listed out for you how every part in the process has already been done, allegedly with ease. (The only possible issue that could require significant work is a cosmetic one that players would only see if they were to build a level 50/60 Relic weapon. That much, I'll agree, might not be worth the time it may require.)
You mentioned a possible X issue which would make Y change unlikely or unaffordable. I detailed how and why X is not an issue, leaving Y change lucrative and reasonable. I'm not sure what you're having trouble fathoming.
Yes. That's called granular descent, to an actual answer.
"So there's this funny story."
"Cool. Go on?"
"WHAT?! I HAVE TO BE SPECIFIC WITH THIS? I-owe-you-nothing-and-it-is-not-my-job-to-entertain-you-or-show-that-my-stories-are-funny!"
"..."
Becoming more specific isn't some weird or shocking thing. It's literally just the process of discussion.
Yes, there is a point where the specifics become gradually less worthwhile with each step, but that's why I set the emphasis on breakpoints. Breakpoints, not numbers, are what we actually feel in gameplay. We feel compromises, we feel tracking, we feel modulars, and so forth; they make up our actual gameplay decisions and elements of difficulty. That's why "I want DoTs" gives us nothing while
gives us quite a lot. The prior is just a thing, that can make gameplay better or worse. The latter is a direction for gameplay.
Alternatively,
is sound, but vague enough that some of us would be curious to know how that might go wrong. You've provided examples of how we might implement MP recovery, in this case into the rotation itself, from which I would personally add to my own list,
See? That might not have led us to an exact solution yet, but it gave us a chance to refine what we're individually looking for --or to point out what some of us did not want--, at which point we can talk about these things further or elsewhere with our viewpoint refined however much through inquiry and discussion. Is that not the point of all this?
- We need innate MP recovery to sustain our rotation, in a way that does not feel like we're wasting time in maintenance or filler or take significant cost in our gameplay for our potential strength via Verraise. If there should be gameplay impact, it should only be if and when we're milking our utility for all it's worth.
Let's take that last bit, for instance...
You may trust that if we were to say "Scatter spam is bad", its replacement would necessarily be better. I'd give it a 50/50 chance, and thus am currently trying to figure out what kind of gameplay I want from AoE and different ways to approach that gameplay as not to chance a Monkey's Paw. I fully expect most of those ideas to be torn apart; if one idea both survives and satisfies the intended gameplay, then that's what I'll put forward thereafter. General statements of desire -- like the basic concept of what Eureka could have provided -- are good, but threshed solutions -- scrapping, fixing, or polishing implementations yet with fundamental flaws -- are just inherently better.
And why wouldn't they be? More work has been done, more problems already averted.
There's no hard line between stating what you want in the vaguest degree and what you want in the second or third vaguest whereby it goes from "our job" to "SE's job". It's been entirely SE's job from the start, but that doesn't mean we don't have a right to work on what we wish.



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