No. Removing MP would make TBN have a much longer cooldown and would put 2 OGCDs on a longer cooldown for DRK. For PLD, clemency and holy spirit cooldown would be increased due to no MP cost.
MP should stay if anything for a classic FF feel.



No. Removing MP would make TBN have a much longer cooldown and would put 2 OGCDs on a longer cooldown for DRK. For PLD, clemency and holy spirit cooldown would be increased due to no MP cost.
MP should stay if anything for a classic FF feel.



MP is fine on jobs that use it as an actual resource, PLD, BLM, DRK, SCH, WHM, AST but on SMN and RDM it is entirely there to prevent raise spamming, which is a laughable excuse, just give their res spells a cooldown, shouldn't have to rely on their res spells to get through content anyway. Make Clemency a spell with a recast timer like MCH's Drill and have no MP cost or a cooldown, don't need to be spamming that anyway and if you are you're likely doomed.
On RDM you can't spam Verthunder, Veraero, Scatter or Impact unless you want to spend an entire year casting them. Verstone and Verfire are locked behind procs and you can't spam those either. The MP cost on Verholy, Verflare and Scorch, bet you didn't even notice they even have MP cost, is negligible.
What is MP on Summoner? A job that relies on using a trillion cooldowns that have no MP cost. The only expensive spells SMN has is Miasma and Bio, which are applied every 30 seconds which is more than enough time to regenerate the 1100 MP used to cast them both and every 50s with Tri-Disaster which applies them both for free, Resurrection and the aoes Outburst and Fountain of Fire. Which tanks, melee and ranged DPS can use their aoes for absolutely no cost whatsoever.
What is the point of MP on RDM and SMN's DPS spells when all it does is punish them if a fight is drawn out over a long period of time. Lucid Dreaming? Use it whenever it's up? Again, what is the point of MP if Lucid Dreaming equates near infinite MP? "But Vercure, Resurrection and Verraise!" Easy, give Verraise a cooldown with 2 charges and Resurrection (on Summoner, if it isn't outright removed in 6.0,) a cooldown. Make Vercure a spell with a cooldown timer like MCH's Drill.
That'd make it more difficult for a PLD to solo content, or save a run in situations where the healer is dead and there isn't a player in the party capable of bringing them back into the fight. It takes more time, sure, but I've had a lot of fun seeing and playing as a PLD using Clemency to keep himself and another player alive to finish a battle.
If stuff like that becomes impossible, the game ends up becoming even more streamlined and stagnant.
I had one of those in a full party two days back, it was fun (as always) to watch the skill and heroics... 6 dead players, 2 tanks left. PLD MT and DRK OT. Both were skilled players and a joy to watch.That'd make it more difficult for a PLD to solo content, or save a run in situations where the healer is dead and there isn't a player in the party capable of bringing them back into the fight. It takes more time, sure, but I've had a lot of fun seeing and playing as a PLD using Clemency to keep himself and another player alive to finish a battle.
やはり、お前は……笑顔が……イイ
Malikah's Well is also a notable one - healer dies at 50%, PLD can eke out a win if they clemency right with Requiescat if they do their rotation right for proper MP gain and DPS also dodge all subsequent mechanics.





It's needed to balance classes that have support abilities that use mana.
If mana was removed and not replaced with another resource rdms could trivialise content by constantly being able to res. As it is now how much they can res is limited due to the cost and also ressing too much can negatively affect their dps due to lack of mana. Both of which are the trade off that class has with having a constant on demand instant res. The mana cost is necessary for balance.
Similarly for healers they would be able to trivialise content by being able to constantly blast their strongest heals which would mean they could carry groups that would currently be impossible to do now. Again the mana costs are necessary for balance.
As for blm well you're punished if you do your rotation so incorrectly that you run out of mana. It gives a hint to the player that they are definitely doing something very wrong.
And for classes in general, aside from a blm who knows what they're doing, you're punished by having no mana if you get ressed by a normal res, so that gives the incentive for players to not die.


I know this is kinda a joke thread at this point, but for what it’s worth...
I would rather they cap you at 9999 hp and/or mp and have this cap reached at 50.
Gear should mitigate damage rather than increase hp. I’d even be cool with higher hp for tanks and higher mp for mages with dps in the middle.
It’s not that the big numbers are meaningless, it’s just that with a tighter range I feel the numbers have more impact, especially when I hear “expect x attack to do 12,000 damage”. ..what is that even in this particular instance? Half my hp bar? A third?


Didnt they say theres gonna be a numbers crunch for the next xpac? Might end up with something akin to what youre talking about.I know this is kinda a joke thread at this point, but for what it’s worth...
I would rather they cap you at 9999 hp and/or mp and have this cap reached at 50.
Gear should mitigate damage rather than increase hp. I’d even be cool with higher hp for tanks and higher mp for mages with dps in the middle.
It’s not that the big numbers are meaningless, it’s just that with a tighter range I feel the numbers have more impact, especially when I hear “expect x attack to do 12,000 damage”. ..what is that even in this particular instance? Half my hp bar? A third?




A stat crunch, yeah. Basically what WoW has done in the past multiple times because the numbers were just getting ridiculous. I recall it made soloing older content nearly impossible until stats jumped up again with gear upgrades.
Also this entire topic is silly.
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