Blackhole says hi, an ability that can be specced to cost a billion mana, and has a massively restrictive cooldown?
Meaning not only do you get punished by its cooldown, its most competitive damage spec also makes it eat your mana.
Its probably why blackhole is basically never used. Imagine if you removed its cooldown when it dropped space rocks, suddenly you could make a blackhole build in exchange for needing to solve mana.
And if you choose to leave it with a cooldown, then it simply exists as a utility piece.
This is the problem, there isnt that proper balance yet. It cant fufill the role of a spender skill that is gated by mana but gets damage in exchange. instead it can be specced as a burst damage option, or a utility.
But burst damage is actually not a useful mechanic for a game like this because there isnt as much strict dps windows like say an mmo.
its why stuff like smite, and lightning blast always have way higher and better damage uptime then stuff like meteor or blackhole. There is not enough balance for the manaless skills or low mana skills in terms of reduced damage. So it ends up being optimal to spam low cost spells most of the time.
I think it would be way more interesting if there was a way to play a rotational based character that was at the mercy of cooldowns and had an excess of action time.
Cause we didnt even get into action time. if the mana fillers are not strong enough, and the mana cost of mana spenders it too high, instead you just spec a low cost skill and scale speed to the moon, without cooldown gating, and instead mana gating you run into an action limit.
there is almost never a world where you run fireball, meteor, and lightning blast all converted to lightning, you drop meteors then go to a manaless skill to fill the gaps, but both lightning blast and fireball do that. you are at an action limit. A third cooldown skill that costed no mana would be ideal, too bad most of them can eat lots of mana for almost zero reason.
I dunno, I just feel like its so much easier to balance two axis of gating (cast speed vs cooldown, if you remove mana) then it is to try and balance 3 by adding mana into the mix.
Every game ive ever played in recent years feel like mana only exists because its a stereotypical design for rpgs.
But these are all the grumblings from an armchair so take with a grain of salt.