You'd have to tune damage in a way that the group eating said TP move doesn't mean a near wipe, while adjusting healing to be easier to use in the context of alliance damage. I know its a bit on the hyperbole side, but that's the way things have been for several years now. Hence why everyone and their mother was so focused on avoiding damage altogether when possible (hi2u, PLD/NIN).
On topic, there's very little that can be done to the game's encounters due to, as has been said, all the tons of legacy code that have been there since the game launched. Monster behavior has been set to be a certain way, with certain parameters and resources that are there, for better or worse (monsters being reliant on TP as a resource falling into the "worse" category). As such, they can't really add many new mechanics to bosses to simulate difficulty. Not to mention you'd have to tune all 20 jobs to perform in synch with the new mob mechanics.
Last edited by Duelle; 08-12-2011 at 04:48 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.
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