That would only be a problem if we had no control over the pacing of the HP expenditure, unlike, say, our MP spending.
The same way as any other form of complexity, such as MP at present. It's a tool to be worked with and around that provides a unique form of skill-ceiling.
GNB has its APM tax; while it's perhaps a bit overly restrictive, we cannot deny that it nonetheless seeds identity.
WAR has its Nascent windows; you are expected to optimize around them, but we cannot deny that they seed identity.
Etc., etc.
Unique Merits: Can survive some things others cannot under errant circumstances. Allows for more immediate and/or offensive uses of large heal CDs. Slightly greater downtime effectiveness due to being spend HP just before nonthreatening boss jumps or other forms of forced downtime during which healing is available.
Unique Task: Time HP spending around healer abilities and prior to upcoming damage. Spend HP additionally for further damage (less efficient) before forced downtime during which healers can still heal you (and would have nothing else/better to do).
If there is no appeal to having such, what is the basis for our complaints about identity over the last 4 years, especially over Shadowbringers?
_____________________________________
You answered it yourself:What point is there to spend one part of eHP (actual HP) to generate another?
It reduces the spikiness of damage intake. You have, per player pacing, more missing HP during lulls (which in turn means more room for increasedly efficient-over-time), and less during spikes.the output is significant enough for me to do this and consider playing DRK because the output is actually meaningful
Could you survive without it on optimized CD schedules? Yes.
Could you survive things you otherwise could not, making up for a slower top-off or a slipped minor CD at some point? Also yes.
If differences of that level are irrelevant, why would we ever complain about any lack of uniqueness in, say, a defensive toolkit? Would it be better if everything about them were interchangeable, dropping tank job skills names entirely in favor of "25s CD", "60s CD", "90s CD", "3 minute CD", "raid CD" and "invuln"?
There's a reason things like Quietus under Blood Weapon into DA-AD are fondly remembered. They're capacities and playflows that are at best indirectly analogous to other tanks, that actually let the given job feel unique.



Reply With Quote


