The first half of the suggestion is to passively gaining magic energy at 1% per second, which is still significantly worse than the ~25% per second magic energy gain of charging in AO(Might be a few % off, i’ve barely tested it). Also gaining 50% of magic energy back on kill would be nice for team fights.
Reasons to Add
It would help be able to chase people instead of having to charge every time you want to be able to use an attack on them. Also would promote more aggressive gameplay by not having to charge directly after a kill in the middle of multiple people’s attack coming towards you during a team fight/guild war which would just end up in traded deaths.
The second half of the suggestion is to have a slightly smaller magic energy bar on enemies(Only enemy players) that you can see below their health bar and the color of which depends on their first magic(Or just a vague color like paper’s whitish magic energy bar since it’s being removed).
This will also display a small magic energy under teammate’s hp bars while in a party.
Reasons to Add
This would allow more strategic gameplay since more information about the enemy is available and promotes control of magic energy usage since an enemy would know when you’re out of magic energy and they’ll most likely exploit that with something like a beam or blast knowing they can’t be punished if you’re not consistently being aware of your magic energy and makes it less of a throwaway stat people hardly factor.
And
Arguments
Everyone would play too Passive
Playing passively won’t suddenly improve their chance of winning tenfold, they might watch your energy bar and regen the energy they need to attack passively but the energy regeneration is still fairly slow and blasts already take an extremely small amount of magic energy to begin with. Also an aggressive/mixed player would probably start adopting charging while still having enough energy to attack so they’re not open and completely out of magic energy to counter and should likely learn how to hit their shots because with the endlag of blasts rn, it’s very easy to play aggressively and block punishes.
Lore
Idk if this is even an argument since charging isn’t even canonical, people are suppose to charge by sleeping/resting, but I thought putting it here would help since lore/balancing always seem to be the first things mentioned.
Balancing
The 1% per second could be further reduced or even ignored in the suggestion if it comes to be too op but I don’t think anything below .4% would even be helpful.
Seeing magic energy bars could also be ignored since it wasn’t the main part of it, the passive magic energy charging was but I don’t see how it would be insane to be able to see someone’s magic energy since it’s just slightly more information than seeing someone’s healthbar.
If anyone’s arguing about the 50% magic energy gain on kill then idk man, it’s not a huge advantage, it’s just saving 2 seconds that would’ve otherwise had a chance for you to just straight up die unable to charge magic energy.