Blizzard has long decided that WoW needs to be an action-arcade game with a giant world-sized lobby with dated MMORPG mechanics, rather than an RPG with an actual world and dated MMORPG mechanics.
They just want to please really hardcore raiders while raking in the dollars from whales and addicts.
It's true they've made mana completely useless as it kept constantly regenerating so fast you'd not have to worrry about It unless you're a healer or arcane mage. And really, I play an arcane mage just for the sake of feeling like my mana -can- go out. I don't like It constantly regenerating and me not having to notice It's even being lowered.
I remember very well in TBC, when I was healing on my human holy priest at the time how my mana regen was so bad at lower levels, at normal level dungeons but In time that Improved. I was able to get so much more spirit and my mana regen was so fast I'd barely run out of mana and could use more spells, more HoTs and direct heals more often. And that kind of progression that Improvement felt great. And yes, having a PRIMARY stat higher actually helped you, we should return that too, PRIMARY STATS MATTERING and not secondarywhatevertheballs stats we have now, boring as hell stats. And while at It, since Legion we're unable to look at our stats properly in the Character window, they removed our ability to do that to reduce the complexity of our classes, chars and to "Prune" everything.
Here It doesn't matter anymore, just like Ion a few days ago made a video admitting how their class design has failed these last few expansions and how such things do matter to a class, I hope they do re-consider Mana and consider removing whatever colourfuls bars other classes have, what is it now, Maelstrom for Enchancement Shaman, lightning whatever the balls for Elemental? Nobody even has mana, they know It's a boring concept because It keeps regenning so they tried to give non-mana resource bars to classes. But to this day the only classes that should have anything close to a non-mana bar are Rogues with energy, Warriors with rage and Hunters with Focus.
That's it, no more, no less. Three classes with their own special bars are fine, you can even have gauges If you like, like Final Fantasy 14 has to work into your rotation and do bigger spells, that's a cool idea.
And you really have It spot on, with today's GO GO rush mentality of not only M+ but the whole game, mana Is an annoyence people cant afford to have and Blizzard catored to those idiots who wanna just rush rush rush for free quick rewards. Unfortunately, when we look at problems the game has you realize it ties into another system blizzard implemented, and then another one and then another one... so unless they do wide sweeping changes in the next expansion nothing of significance will change and at this point they pretty much have to because games like Final Fantasy 14 with It's expansion releasing In 2-3 weeks is rivaling WoW significantly, and ESO and other games but these two are WoW's main rivals right now. And they definitely know FF14 is a big rival as It's been taking WoW subs ever since WoD has been a failure, around the time FF14's first expansion came around.
Because class fantasy, they don't have to be UB3R powerful or useful, they just gotta be there sometime and that's okay. Like Divine Intervention, Intercept, Paladin Auras, Monk Forms, Warrior Stances, Traps for all hunters, poison for all rogues It's called having a complex class that Blizzard hasn't had for 4 expansions now, at minimum.
Last edited by TheVaryag; 2019-06-19 at 11:15 AM.
Permabanned on WoW since April 14th 2015, main acc I had since vanilla gone and trashed for no good reason, 6+ years later still banned with more appeals resulting in my BATTLENET games being suspended for a month eachtime I try making TICKETS because I'm asking for help with the perma ban. Blizzard has stopped caring for their first veteran players and would rather we leave, considering the Lawsuit, can you afford to keep peps banned even for so long under questionable circumstances?
I disagree. Burning mana was just another way to outsmart your oponent.
Also, matches would have an inevitable ending instead of an inorganic fake dampening.
- - - Updated - - -
I completely agree with everything this guy said.
I also add that Mistweaver Monks, back in MoP, had to manage mana and Chi at the same time. The more Chi you managed to use the more efficient you were manawise. Not wasting Chi = better long term performance. This was some of the funniest times I had healing in WoW.
There a difference between a fuck up making a class redundant and only use being a mana battery and designing a class that relies on mana management though.
If its done right, I think it should be a integrated to any class who uses mana and give perks for some of them. For example, disc was insanely fun to play in wrath but it relied on having the highest possible mana pool you also had to manage what you used when as a result.
Personally I always think its better in the state it is now, until I think back to the fable series. In the original fable you had mana. You used it and it regen'd slowly, you had to carry stack of mana potions to play a caster efficiently. But you could do all sorts, for example a physical barrier cost mana to cast but you could have it up indefinitely but once you were hit it drained mana. Essentially mana shield, or you could increase movement speed etc. Come fable 3, they completely ruined the system, removed mana as a resource and put the spells into gloves you had to equip. It just isn't fun to play a caster in later titles. Which thinking of that, makes me want to play mana management in wow.
The current design takes a lot more planing and skill than specs did back in TBC, don't bring that bullshit here. Mana did one thing, it made fights super boring if you either did wrong (shame on you) or if someone else did and the fight took longer than expeced for whatever reason but it didn't add any actual complexity on its own.
It's a pointless mechanic that only frustrated players and thats why it's gone. Deal with it.
For some specs, I don't want to see it return for ret paladins or any melee DPS though personally.
Yes, mana using classes should have to manage their mana to keep dpsing. Like Monks or Rogues or hunters have to manage theirs. Giving those classes a resource than only like 2 abilities actually drain that resource is ridiculous.
If what doesn't kill you, makes you stronger. Then I should be a god by now.
Not really, having alternate resources makes classes/specs more distinct.
But i believe they should rework how resource works for DPS. DPS is too tied to Rotation and the resource is just a part of a fixed rotation for most of the time.
Tanks have to save resources for some big incs of damage, when they know they will need a selfheal that consumes resources or when they know that there will be coming a huge damage and they will need resource to activate some skill.
Healers have to control their mana, simple because its actually not enough to sustain a whole fight, so they have to know when to top everyone and burn their mana, and when they should save it for later or for some mechanic.
Now, DPS? They just sustain their damage. there's hardly any "i will burn my whole resource now and i will be useless for the rest of the fight" or "i will do less dps but i will sustain it for the whole fight". it's all based on Cooldowns and rotation. you could remove all dps resources and i wouldn't notice(at least based on the classes i have played), there is hardly any decision behind any choice of resource wasting to the point i don't even care how much my spells costs anymore.
Not like resources doesn't matter, it just doesn't give you a choice. if your rotation is "resourceBuilder > resourceSpender > resourceSpender", then you will do it everytime, i don't remember having to build up Mana/Rage/Focus for a specific part of an encounter that i will need to burn all my resources down to give more dps.
Might be wrong tho, but thats my opinion on the mana subject, mainly because i remember actually going out of mana as a Hunter back in TBC(and sadly out of arrows too sometimes... opsie!), and i remember some mages complaining about mana too. To be fair i was pretty noob back then, and didn't understand the game, so maybe i was just being a noob.
Signature was infraaaaaaaaaacted. Need a new one!
Even when mana was a thing, I still had plenty of it on my Holy Pally.
Didn't play him in TBC as I mained a warlock, and I definitely remembering Life Tapping to spam Shadowbolt.
If you can manage time, you can manage mana. It's really not that difficult even if they go back to how it was. Leveling was the only time it sucked if I recall.