Quote Originally Posted by baklava151 View Post
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Most of the rework concepts that I've seen posted in here are pretty atrocious. Even if you're going to fully rework a job, you still have to create something that feels roughly faithful to prior iterations. The instant that you start inventing new resource bars and introducing new edgy mechanic names, ugh, just stop. You're much better off looking at how the existing design can be altered first, rather than trying to take it in a completely different direction.

We've talked about the idea of putting MP and Blood on different combos before, back around Stormblood. The problem is that each resource has a potency value based on the on-demand spender for that resource. In single target, MP has a potency value that you can calculate from the cost of Edge. Blood has a potency value that you can calculate from the cost of Bloodspiller. So I can plug these numbers in and directly compare the effective potency of each combo. And that's a problem, because I'm always going to use the higher potency combo. So if it turns out that the MP combo provides more value, then I'll just use that combo, and spend the Blood from BW either on Bloodspiller or Living Shadow depending on whether it's an odd or even numbered minute. If it turns out that the Blood combo provides more value, then I'm only ever going to use the MP combo if I need to save up to use TBN.