It's a different ball game to you, doesn't mean it's the truth for everyone. I've always seen player resources as part of a whole bigger picture, notably in dungeons, and saying that TP/MP restoration was needed in there is also misinformed. It was not actually needed, but it was appreciated. You say it yourself, HP management was part of the tank and healer's job (and dps by the way, things dying faster meant less strain on resources for everyone). When MP is meaningful, it's directly correlated to party survival much like healing is. Saying that it's secondary is like saying a healer using anything else than cure is secondary. A healer using all their tools will obviously heal better and more efficiently, leaving room for more party damage, killing things faster, straining everyone's resources less. A party support using their party support will also help a healer DPS more for a longer time (at least in HW's paradigm).
The beauty of HW dungeons was the resource management within a bigger system. I loved played healer there because it actually asked me to think and adjust to every situation and party because they were all different. Sometimes your tank was undergeared, sometimes, not, sometimes not playing well, sometime very good, sometimes your party dps was a clownfiesta, sometimes I had a rphys to use manasong, sometimes not, this directly informed how much I had to heal them, how much MP I had to devote to the party survival you mentioned, and how much I could devote to Holy, and how I'd balance between the two. This also meant how and when I could use Lucid, and how to plan for the next pull because MP didn't fully magically regen in between either. In a way it's not dissimilar to current pvp where HP and MP are essentially part of the same pool of resources.
But I know what problem you do have, it's at the individual level. What the gameplay turns into when MP/TP actually runs dry. I've said it already, it was badly conceived and not fun for a lot of people and I wasn't super fond of it either.


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