> @"saerni.2584" said:
> I'd also like to see some discussion of how limited initiative regeneration bonuses actually are.
>
> One thing I'd note is that cool downs on Steal/Swipe/Mark are lower than in the past. This has made initiative regen higher with Trickery than it was in the past. We also have M7, situationally, actually acting as a major initiative regeneration booster.
>
> However, that still leaves us with the problem of our initiative pool being a finite resource before regeneration. We only get a set number of attacks before we lose our ability to use our weapon skills until we regenerate our initiative.
>
> If you think about it this way: we expect our initiative to allow us consecutive uses of any skill on our weapon bar (assuming we started from full initiative). So, logically, any ability that is so expensive that it can't be double or triple cast should be the ones with an initiative returning mechanic. The conditions for that return can be set to avoid spamming.
>
> At least, that's how I would handle things if skills costing 8 initiative becomes a new normal. I'd prefer that not to be the case because of how the initiative pool is essentially a single global cool down. But I could accept it more readily with initiative return built into those expensive skills.
See I like that idea. I mean I get IA made us mobile. But it did nothing else. It didn't deal damage, it didn't give us a buff, it doesnt benefit from lead attacks. All it had was a useless blind. It has to do something to be worth wasting 8 initiative on. 8 is half of our initiative(that is with trickery) That is ridiculous due to the fact as you said we have very little left to attack with.