Is it time to kill mana?

Mana is one of WoW's biggest sacred cows. Paladins, shaman, druids, mages, warlocks, priests all make use of it, and hunters were once also on the mana teat, as it were. Every healer uses it, and when the monk class is introduced, they'll heal with mana as well. Every ranged caster uses it. It's the resource system the majority of WoW players are most familiar with, a pool that starts at full and empties as you use it. Over the course of its existence, stats like spirit and MP5 have filled it back up during combat, keeping those classes that rely on it supplied. Since it's the lifeblood for all healers, it effectively is the same for all tanks, even though only one tanking class actually tanks with it. Two classes use it to melee DPS, both hybrids, and these two classes effectively ignore the regeneration of the mana pool via talents and class abilities that make mana regeneration a non-issue.
Mana is fairly easy to understand. You have it, you use it. There are various systems built in to make regenerating it easier. With the addition of runes and runic power for death knights and holy power for paladins, secondary resource systems (similar to the combo point system of rogues) have also been introduced to the game. Holy p-ower in particular is interesting to this discussion because it is a secondary resource added to a mana class and one that works for healing, tanking and melee DPS. (Everyone has their own opinion of how well it does so.)
This leads us to the subject of this post. Do we need mana at all? As my intrepid coworker Michael Gray pointed out to me when discussing this article, mana serves many uses. It's not just that it's a resource for healing and DPSing, but the finite nature of the mana system serves to limit encounters in both PvP and PvE. Doing away with mana could have as many negative effects as positive ones.
Active vs. passive resource systems
To really discuss the role of mana, we need to consider how it is currently used. It's fair to say that mana is only directly used in a tanking role by one class because passive resources like mana (ones that are simply there, rather than generated by player action like rage and runic power) aren't terribly compelling for the tanking role. The one class that tanks with mana does so by essentially ignoring it, using Judgements to regain mana in order to use that mana on other abilities. In essence, the paladin tank uses an active resource system. Some abilities cost mana, others regenerate mana, while still others generate holy power that is then spent on still other abilities.
An active resource system (do X to get Y to spend on Z) has positive and negative aspects. Active resource systems are throttled. You can't do your biggest and best move out of the gate; you have to ramp up to it by doing the things that generate the resource. This creates ramp-up time, which can itself be an issue for classes (the perennial roller coaster of retribution paladin DPS in Cataclysm is in part based on this phenomenon), especially when the ramp-up is dependent on keeping uptime on a boss. Just having all your resource up front means you can unload all of it up front, at least compared to a system where you first have to do X before you even have Y to spend on Z. However, the limitation of a passive resource system is that it can run out; if it can't, it's not a resource at all.
Examples of active resource systems in WoW include (but are not limited to) the death knight's runes and runic power, rogue combo points (energy itself is passive, as it simply regenerates over time, although that's an oversimplification for purposes of discussion), warrior and druid rage and hunter focus. Focus actually combines active and passive aspects. It starts at full (like mana and energy) and regenerates slowly over time, but hunters use specific attacks or abilities like Steady or Cobra Shot to increase their regeneration.
Up close vs. far away
For tanks and melee DPS, it seems clear that mana is a non-system. Both protection and retribution paladins have effectively abandoned it with the addition of the holy power system. What mana they have really only serves to prime the pump, so to speak, and gets them to work generating holy power, and they regenerate their mana via judging their targets. Enhancement shaman in melee range use Shamanistic Rage to simply ignore mana costs for 15 seconds out of every minute while Mental Quickness greatly discounts their mana costs and Primal Wisdom regenerates mana constantly. It can be argued that enhancement shaman have simply abandoned resource management entirely.
This does lead us to consider that, for tanking, melee DPS, and at least one ranged DPS type, mana is already dead. Even classes that use mana in the tanking and melee roles either use it as a subsystem for a larger active resource or have made its regeneration so trivial that they don't actually need to manage it in any significant way. Ranged DPS classes use mana more significantly, but even for shadow priests, balance druids, elemental shaman, mages and warlocks, mana regeneration simply isn't the limiting factor in most content. (Moonkin, who have to manage Eclipse states, are fairly close to an active resource system as it is.)
Healers play the key role
This leaves healers, who have the most complicated relationship with mana. Even holy paladins (who have a secondary resource system that pushes them towards an active model) are still at the mercy of mana pool and regeneration. Fight tuning makes use of the limitations of the mana model to provide a way to end fights.
This is a deliberate mechanical choice, and I'd argue it's a good one. Six-hour fights aren't fun. Imagine if your Firelands 10-man could kill Shannox by simply whittling him down over the course of six hours. Would you want to? Other mechanics exist to balance this sort of experience (hard and soft enrages, increasing debuffs that must be juggled), but exhausting mana is a tool in the encounter balance tool kit.
For PvP content, it's even more crucial, because without the ability to exhaust healer mana, PvP can become bogged down. Active resource systems for healers would also require heavy redesign of how healing works. The monk as a healer is going to employ a hybrid system that uses mana to heal but also moves into melee in order to generate Light and Dark Force abilities.
It's certainly possible to imagine all healers moving to a system like holy power, but is it desirable? Going even further and abandoning mana for healers would have to be very heavily balanced and would effectively be a ground-level redesign of the game. If mana were no longer a limitation in the way it is now, new systems would have to be introduced or all bosses would have to have mechanics that would prevent fights from simply becoming grueling battles of attrition. PvP balance in a purely active resource system would need to shift toward a denial-of-resources strategy, with interrupts and stuns/snares taking on even more importance, since a character who can't get their resource gain attacks off can't gather resources.
The final reckoning
In the end, I think we'll see more active resource systems. The description of how warlocks are going to work in Mists of Pandaria definitely makes me think another class is headed toward a hybrid resource system with heavy active elements, and in time, we may see the complete departure from mana for non-healers. But the balance headache -- and more importantly, the loss of mana as a tool in balancing content, should healers abandon it -- makes me think we'll always have mana in one form or another. Active resource generation means hitting buttons to gather your resources, and hitting buttons is always fun. But it probably wouldn't be as fun for people already tasked with the responsibility of keeping everyone else alive, and it would cost a lot to make it viable ... perhaps more than we'd gain.
It could be done, though. The monk will show us how far the active system can be pushed for a healer, ultimately. If it is a wild success, expect mana to undergo serious changes.
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Reader Comments (Page 3 of 4)
Avan Nov 16th 2011 10:04PM
I'm not going to play a mage, ever. Nor will I set foot in a Zandalari heroic again.
Unless there is a berserk timer, then every fight can only end when the healer runs out of mana or dies. There is never going to be a situation where DPS running out of mana will result in a wipe, and there is always the wand (or auto-attacking) to help trickle the boss's health down.
When someone stands in fire:
Healers are losing mana to compensate for that damage.
DPS lose absolutely zero mana to compensate for the damage.
When someone dies:
Healers don't have to use mana to keep them up any more, which effectively gives them more mana to keep the rest of the group going for a slightly longer period of time.
DPS don't have to use more mana than they normally would; YES, more mana over the longer period of time, which is true of anything, but not more mana to do what they are already doing.
Boobah Nov 16th 2011 10:54PM
@Kylenne:
Sorry. I can't hear a word you're saying over the sound of how broken your spec is for that sort of content.
If you're not topping meters in 5-man content with an arcane mage who isn't horribly out geared, you're probably doing it wrong. My guild's arcane mage does 20-22k damage on non-gimmicky raid bosses, but in five-man content regularly does 30-40k because her conserve phase consists of nomming mana cake between pulls.
Arcane damage is balanced only if one has to deal with a conservation phase. Complaining that you actually have to deal with it is...
It's not as if you can run out of mana as arcane. Sorry, it just doesn't work that way. ABx2 + AM/ABar is mana positive thanks to mage armor, and that's before getting into evocation and mana gems. As much to the point, you having to deal with a conserve phase isn't killing the group; what may be killing the group is the healer running out of mana.
loli.gigis Nov 17th 2011 10:18AM
"DPS are supposed to have infinite mana .... poorly played DPS class will run out of mana much sooner than a well played DPS player."
Obviously you have never played a ret pally. Let me enlighten you, a fail ret pally will constantly use Seal of Insight which will heal themselves and restore mana. A pro ret pally will use Seal of Truth which puts a dot on the boss and when glyphed gives us 10 expertise. AOE encounters will eat our mana for breakfast and demand seconds. We then only have a few choices to regen the mana. Divine Plea, arcane torrent (racial) or switch seals.
We do not have an infinite amount of mana, in fact we have to manage it just like every other class does.
huan Nov 16th 2011 7:05PM
Mana isn't just a sacred cow to wow. It's appeared in fantasy games since there were fantasy games. Personally i want it to stick around. It's good for new players because they've likely seen something like it before. And it's thematically important to my character who, as an arcane mage, interacts with it in a unique manner.
gazimoff Nov 16th 2011 7:05PM
Removing Mana would be great! I'd never run out of resources for my spells!
THE FIREBALL DISCO WILL NEVER END!
...ahem...
Bellajtok Nov 16th 2011 7:11PM
Could you kill mana? Sure.
Is it time to? Maybe.
Would the devs do it? If they wanted to.
But you can have my blue bar when you take it from my cold, dead hands.
Homeschool Nov 17th 2011 12:44PM
Patch 5.0.1 - We've renamed the blue bar to "Manergy". We look forward to everyone's excitement about the jazzed up name!
Nobar Nov 16th 2011 7:14PM
I'm sensing a disturbing pattern here. Whats next, health?
OT: Mana is a bit of hard spot, mostly due to how classes are written in other magic based games. Historically, mana has been the prime resource of casters. A departure from mana would be kind of weird for most classes (mages and locks in particular). But if they could replace mana with unique resources (and sub resources, like what they are doing for locks) then I'd welcome the change. The big issue would be in PVP and how healers would now function (as I can't really think of a good set of replacements for them), but maybe with the monk (yes, they use mana but they melee rather than cast so its kinda weird) we will see the beginning of the end of mana.
taokore Nov 16th 2011 7:24PM
Don't touch my mana.
SailorCallie Nov 16th 2011 7:38PM
Kill off mana? I don't think so because we spellcasters need our mana in order to cast spells, or else we'll become toast mid-battle.
Angus Nov 16th 2011 7:38PM
Enhance shaman DO have a resource system.
Two in fact.
Maelstrom Weapon let's them fire off spells as instants.
Searing totem = combo points for a finishing move called Lava Lash.
Mana itself is almost never an issue there.
Tankadins do have to look at their mana bar currently. Use a single consecrate and don't judge because of procs and you run the risk of being OOM. It's annoying. My warrior just needs to get smacked once and he's out of that situation, but my tankadin takes a while to recover.
raposo02790 Nov 16th 2011 7:54PM
I picture a pally tank building up with religious fervor ( holy power) granting them abilities related to their do good ways; get rid of their mana usage and have them build holy power much like the warriors rage story wise it makes tons of sense.
Jennacide Nov 16th 2011 8:11PM
A few years ago, I may of fought for keeping mana around, but since leaving WoW for a while to go back and play FFXI, I have seen the light in the oddest of places.
In FFXI they added a class called the Dancer, which has the capacity to heal, tank, or dps, depending on how you spend your resources. Dancers have no mana, instead relying on a two fold active system, the first being something very similar to Rogue combo points, the other one being a quasi-rage meter (Technical Points, or TP), which is built up by dealing damage or specific moves that convert combo points into TP. The combo points were spent on various abilities to taunt if you were tanking, enhance damage if dps, or increase TP generation if healing. It's hard to explain without doing it a disservice, but with the flow of combat in FFXI, it's a BEAUTIFUL system, and easily the best character class IMO not only in FFXI, but any game. I'm hoping before release Monk ends up being like Dancer, and shows that Mana does need to hit the road.
Luke Nov 16th 2011 8:16PM
Okay Rossi, now you're just trolling.
/kiddingofcourse
Regarding this series of "Is It Time To Kill" it feels like you're leading somewhere. Admittedly you're writing in regards to Warcraft, but is it also possible that you're not talking about Warcraft at all? We all know that the Fantasy MMO suffers under tradition.
LoTR, DDO, Mortal OnlineGuild Wars, Rift, Warhammer and Warcraft, all owe a great debt to Everquest and to a different respect Ultima Online. But they're also severely limited in the fact that they are all essentially a response to Everquest and UO.
Sure, many of these games have introduced new stories and content, new features, new mechanics (kinda)... but very few of them have stood out enough to really shake things up.
I say keep following this idea sir, you're headed somewhere...
Kylenne Nov 16th 2011 8:30PM
...and Everquest and UO owe almost everything to MUDs (which they're just graphical versions of), which got the idea of mana from video games with MP, only because Vancian magic was the one concept from D&D that doesn't especially translate well to computer games*. These ideas, and they shackles they are sometimes are much older than you think.
*Ever wonder why virtually every fantasy RPG not created under the D&D license uses mana meters to limit casters instead of Vancian magic? And the exceptions tend to be reviled? There's a reason for it. Final Fantasy flirted with it in a couple of early entries in the series but gave up on it before trying a toned down version in 8, the game everyone hates. Even D&D Online has mana bars (though they kept the Vancian "you must prepare spells in advance" idea). So did the Baldur's Gate console games, but they were mostly Diablo clones anyway.
Bossy Nov 17th 2011 3:39AM
I don't like it when people put up those duds in one line with WOW.
First WOW preceded all the games in your one liner list and secondly ...
these games couldn't hold a candle against the 5000KWatt that Blizzard created.
Nor were the older boring lacking original things any good from a players standpoint either.
And please don't use the personal perference thingy on me.
There ARE actually some taste standards in GAME design and the mentioned games didn't even have a fighting chance against WOW.
Truth be told: Blizzard set out standards far more than any game could claim in 30 years of video gaming.
7 billion dollars income over 7 years makes ... standards.
Luke Nov 17th 2011 9:57AM
Bossy, normally I don't feed Trolls but I'm just going to point out you're just focusing on a few points I made without clarity.
"...but very few of them have stood out enough to really shake things up."
When I say this, I'm assuming readers understand I'm aware of what a giant Warcraft is. I love the game, but the game mechanics are getting old. The only reason this isn't evident is because every major content patch they make changes within the old mechanics that forces a player change the way they play a specific class and specialization. It's not because they've diverged significantly from their original release. They can't, they're using the same game engine.
Blizzard is going to be facing stiff competition in the coming year, if they want to stay ahead of the pack it's going to require an overhaul of their mechanics and possibly the game engine, (I doubt the latter will be the case however). They may not bother doing this with Warcraft considering they're working on a new MMO, however they've stated it's their intent to continue developing Warcraft well into the future.
Now how do I put trolls on ignore? Oh yeah stop revisiting this article.
Rossi, keep'em coming.
shotiechan Nov 16th 2011 8:47PM
I don't see why it matters what it's called; everyone is going to get some kind of resource management tool. Mana has largely worked just fine for 7 years or so now, and WoW wasn't the first MMO or hell, even the first *game* to make use of it as a tool for magic casters.
If they decided to change it from mana, it would likely get changed to some far more irritating system that works similarly anyway.
razion Nov 16th 2011 9:08PM
I think a closer alternative would probably be a short CD system. However, this would in turn just feel like playing a DPS (if this is bad is debatable, I would argue that it isn't), except being penalized for not being able to use your good abilities when they're available for a good majority of the time.
They'd have to change it further by doing something like making over-healing increase the healing of your following spells, with the odd restriction. (Say it would only work for your heals that were faster than your longest one [which would have no CD?], but would reset over-healing.
The result would be something like Vengeance--but for healing (Benevolence?). You'd be doing a DPS-like rotation, building your effectiveness, losing it, and gaining it.
It could be interesting, but because mana is such a familiar system, maybe it's best if we just simplified it to something like a rage or energy bar. /shrug
Vkkatta Nov 16th 2011 8:52PM
This is getting a little redundant. Here. Let's think of something in the game. Anything. And let's get rid of it. No. It's not time to get rid of mana.