No DoTs, please. One of the reasons I like RDM is because it's one of the classes that doesn't involve baby sitting DoTs. And if there's no "baby sitting" involved, if there's no additional wrinkle to the gameplay because of it, and it's just baked into part of the regular rotation then it doesn't really add or change anything.
I'm not sure what to do about the unbalanced mana benefit myself. On one hand, I can understand wanting some sort of fun tool to make use of or even just correct a mana imbalance. But on the other hand, intentionally choosing to throw your mana out of balance feels like it runs counter to the whole design of the job in the first place. If you need to, say, imbalance white mana to access some sort of powerful ability as part of the intended play of the job it would just feel wrong. But if it's just an additional tool to help balance out your mana if you get too far ahead it might feel inconsequential and overly situational. Like "Hey, I got this cool new skill! ... that I never see because it's too situational to use 99% of the time!" That was one of the biggest issues that led to Monk not feeling great to play. The best I could see for this is to just have some sort of balancing effect added to an ability we already have.
One thing that could be interesting is to have our raise and cure impact our Mana balance in some way. I'm not sure how it would work exactly but it's always felt a little off that we can do what some would consider the most powerful thing in the game, chain rez, and yet it doesn't impact our accumulation of mana at all. More of a lore bit than a gameplay bit, but it feels weird.



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