"There's no resource management"
*Plays Arcanist as main*
http://media.tumblr.com/198d0aebaf36...gOn1snpzkg.png
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"There's no resource management"
*Plays Arcanist as main*
http://media.tumblr.com/198d0aebaf36...gOn1snpzkg.png
Resources like TP and MP on any job in the game are only there to prevent you from using certain skills too many times. And, even then, the only consequence is a brief moments of inactivity while you regenerate back to full.
There is no strategic use of TP or MP in this game.
In an extended fight, especially semi-challenging ones, it's fairly easy to run out of TP, or MP as a WHM. The fact that Mage Ballad is 'ever' useful implies that there very much is limited resources to manage, same with Invigorate, which is only a temporary bit of extra. Needing to slow down ability use to prevent running out of TP is the same, and the more Skill Speed you have, the faster it happens.
Simply because resources don't matter on trash pulls, doesn't mean anything. It's not 'intended' to run out, that'd add complexity to short, common fights, which rather goes against game style.
Turn 8, TP needs to be managed and cooldowns timed for TP recovery. T9 is very mana intensive for WHM. But for obvious reasons, the more you overgear the content, the less of an issue resource management becomes. Doing content at the recomended ilvl will start to put more of a strain on resources.
Which I'd imagine is exactly how things should be. Overgearing content always makes it a breeze, and it's one of the biggest issues with our end game right now.
Pre-50 dungeons can actually be harder then the newer 50 dungeons simply because of the level/ilvl sync. If they'd enforce an ilvl range to 'all' dungeons, we wouldn't have nearly the level of easy content we have now.
Just imagine what these dungeons are going to be like once they raise the level cap and do, presumably, enforce a sync.
Main thing that irritates me about the battle engine is the huge disconnect of the AoE indicators disappearing, and then the animation of the attack going off. The attack animations should be preparing in the middle of the indicator's duration so you actually get 'hit' by the animation effect right as the indicator fades out, and not a whole second later.
This only matters for the one hit kill attacks and attacks that remove you from the fight, while there may be 'one' in most high end boss fights, it's still only one mechanic that you must, at all times, deal with. Everything else can be, and eventually is, overgeared. Just look at this thread that popped up recently: http://forum.square-enix.com/ffxiv/t...-runs%21%21%21
Initially complains about overgearing making fights harder or impossible, but quickly turns around as people point out all the ways to ignore mechanics or handle them differently. Generally, more easily.
Just because you can't stand in one place the entire fight doesn't mean you can't overgear it. You can take more damage, healers can pick up more slack, and overall damage ends the fight that much faster. It all gets easier with better gear.