HP spending would in fact be proportional to Max HP, which scales on a similar level as Strength, which will be your primary stat for heal boosting from HP recovery abilities. The spending values would also probably be different for various abilities and for simplicity, a minimum threshold before you can spend should be >=50% HP (if we want a safe guard).
The MP = 10,000 change has been introduced as it fundamentally made no difference for non-Healer jobs with very minor exceptions such as Black Mage, as the MP costs got scaled with their current max MP (except Healers who had maxMP Piety available at the time). The main interaction between different MP pools came from Mana Shift, which granted different MP values depending on the Caster. All of this got neutered however and MP got simplified to 10,000, making MP cost balancing (and actually implementing) less stressful for the devs.
HP however has always been scaling as a survival threshold to ensure you obtain newer gear or equip the correct gear (pre-VIT-on-Accessories). To answer on the amount though, it would essentially depend on what damage numbers will be considered "expected" and what rotation are considered "expected play".
Based on the HP drain of such expectation, you take HP recovery of this +10-30% of leeway, depending on how the HP recovery is applied (burst vs over time). Warrior is currently a great job at displaying burst vs (semi-)over-time healing, so we can take inspirations. Otherwise, something like Bloodbath with lower gains but longer durations would also be possible.
So, within expected parameters the tank should be self-sufficient on his spending, with only minor gains to actual survival, making a Healer still essentially in charge of your HP pool for trinity puproses. Since this is essentially high risk/skill, damage numbers would need to be highly rewarding, however the scaling needs to be very delicate, otherwise we may see 2x DRK here because it does too much damage, as you said. I won't say it is impossible, but I admit it is difficult. In fact, sometimes tanks have been chosen for progression more on how their defensives interacted over damage a lot of times, with Abyssos being a recent example of the latter.
However, if we consider "what if we spend HP at a bad time", this is fundamentally no different from using your defensive cooldowns at a bad time. Though I suppose the difference is that more players will sooner hold cooldowns than not have them, since almost none of them provides damage gains (except Vengeance).
Correct, however Convert and Blood for Blood were DPS abilities. DPS are fundamentally not designed around withstanding excessive amounts of damage as part of their damage rotation, if they were they would basically be pseudo-tanks minus enmity. Making HP spending a tank thing and giving them the fitting tools to fuel it is not only safer to do around raidwide attacks, but is also generally more logical as they can use excess HP before healing hits them that they would get anyways, even if they only need a fraction of it (example Medica II).
MP management was indeed the compromise and generally the safer venue - however, they have truly mishandled MP interactivity by removing MP-Blood interaction (Stormblood: Delirium, Quietus, TBN, Blood Weapon/Price) and made it extremely bland in an attempt to make it more accessible. The irony is that more people prefering accesibility will still flock to Warrior. A dilemma to me, as it essentially cost me a ton of fun and interaction with my kit.
But as you say, letting such a design (HP spender-drainer Tank) loose on the playerbase would spell an initial wave of people clashing as they figure out what is acceptable and what is essentially being a liability to people. On the flipside, having this gap means there is a lot more room for team optimisation and using excess tools otherwise held, making more use of the tools of the party this way.
I however do not consider toxicity a factor, as we have some folks getting all antsy over like a SGE giving his WAR a shield and the WAR getting pissy over it. If they made every decision in this game purely to eliminate factors of toxicity occuring, we would be playing a very bland game.
Anyways for everyone reading this, I'm sorry for the massive wall of text. :sweat:



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