yeah I wasn’t being serious, just thought it sounded cool because rampening rhymed with dampening kekw.
I know more or less everyone hates dampening, but I’m kinda on Blizzard’s side with this one, in that I think it’s the best bang-for-their-buck solution [e.g., it’s easy to manipulate to adjust game length as desired, and it requires minimal or no additional resources].
I welcome the idea of removing drinking 100%, but I think the concept of balancing the game around healer mana is purely idealistic and would result in a lot more work for blizzard (or a lot more game imbalance for us to deal with).
E.g., best case scenario imo is that blizzard revamps things to balance around healer mana, 1-2 meta healers emerge, the rest hate losing games because of a dps race, ms, oom, we complain, healers reroll or quit, blizz (maybe) tries to rebalance healer mana efficiency, rinse and repeat probably never reaching a great balance [e.g., so ultimately, blizz wastes a lot of time/resources and we’re left with a system that is just as bad or perhaps marginally better than the one we have now].
Don’t get me wrong, I do think playing around mana efficiency would be ideal, especially with active abilities for mana regen, but at the end of the day from a business perspective, I don’t see the return for blizzard [e.g., I don’t think the game would be balanced any better than it is now, I don’t think subs or participation would go up, etc., so it would just be a lot of wasted time/resources]; [e.g., losing due to being oom sucks just as bad if not worse than losing due to high dampening imo].