Wait.. not TP from auto-attacks???
No like;;
There was a good deal of strategy in TP from auto-attacks, or taking damage and now.. I guess we'll see.
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Wait.. not TP from auto-attacks???
No like;;
There was a good deal of strategy in TP from auto-attacks, or taking damage and now.. I guess we'll see.
that tp system seems to be more like rogue energy systeme in wow , your energy resplenish over the time so the CD are made with the TP regen ( spam too much have a good burst but then you do little damages ) where as 1.0 was more like the warrior rage system , both are good , i don't see why it sacrifice strategy but i understand that you are worried , i think we currently have no enough information to ask for changes of this system .
But the 3 sec CD feels to be a bad idea , it would slow the game too much .
I feel like the TP materia "Evenflow Materia I/II/III/IV" is going to get changed into:Quote:
Alongside the TP system changes, we will be adjusting the stats on some equipment and materia.
Evenflow Materia I: TP regen+1 / ACC+4~7
Evenflow Materia II: TP regen+2 / ACC+8
Evenflow Materia III: TP regen+3 / ACC+9~12
Evenflow Materia IV: TP regen+4 / ACC+13~15
So it increases the +30 TP regen a tic shown in the above quote/pre-alpha demo when engaged to +31~34, ie a double melded Evenflow Materia III adding +6 TP per tic is a 20% increase in TP regen rate when engaged. Would make the materia incredibly valuable and probably become the BIS. I wonder whats better in ARR the above scenario TP regen vs a 70~80attack glove or 50 STR etc. Can't wait for ARR!!!
I'm going to assume this might refer to the 'Store TP' that you can find on materia/gear.
I did want to ask what 'Store TP' will do in ARR. I can't see it staying the same as it is now so much anyway.
EDIT: Just saw the post above of Tango saying pretty much the same thing with the idea of TP regen. Derp, my bad.
I dunno, looks like to me that we will have either the same or less downtime during a fight than what we currently have, the OP leaves out the fact that the current version also has downtime. The only thing I think that is really gonna take a hit is the usefulness of throwing weapons for building TP super fast, but then again I dont really thing that is a widely known strategy. I hardly ever see people outside folks that really know what they are doing using throwing items.
What a lot of people don't seem to understand apparently is that it works quite similarly to what we have now, just everyone generates at the exact same rate.
TP generation now is based off of delay. After a set amount of time has passed and delays match up, provided no one missed and ignoring abilities, their TP will be the same no matter what class they play. Changing it to a static regen amount just means everyone is regenerating TP at the same rate regardless and you are no longer penalized for missing. I imagine things like Store TP and invigorate will affect the regen rate.
How this new battle system will most likely feel like on a gamepad:
http://25.media.tumblr.com/tumblr_m5...eff9o1_400.gif
I really don't like where this is going now that we know a little about the battle system and the new controls and animations...
collect all +TP materia!
I think I'm more discouraged by the flat 3 second global cd on skills, if anything thi will turn into mindless, same skille , spam. Take FFXI for an example where the same WS was used all the time. At least know we make use of all of our skills , move positoning to execute them and combos, acc, tactics can define your overall DPS other than gear. I feel this system will throw that balane out and just gear will be the main factor in your damage as skill choice will become mindless.
the new system sounds great to me.
no more 5x blm cos its the best class to aoe burn mobs down, melee will be able to do their aoe ws's.
i hated having to use a weaponskill that wasnt relevent to the situation like using single target ws's when im surrounded by 20 mobs just because im waiting on a cooldown.
the long cooldowns were killing the battle system. happy to see them go.
They're not removing combos so unless the single skill spam somehow outweighs the benefit of the combo, I doubt it'll just be "use the same skill over and over again". I imagine since they're re-working all the skills and combos that they've taken these things into consideration while doing so. I mean if we can see it so clearly and easily then they've obviously considered it already.
The old system had auto attack , they just weren't auto just like in SW tor , but it was still here to fill the gap between two special abilities .
This is actually a really good point. As a LNC I can pretty much spam early on in the fight if I have 3000 TP, but once those cooldown timers are going it seems like forever before I can use Chaos Thrust or Doom Spike. Keen Flurry isn't exactly spamable either.
Now the issue will be that the dd's will burn there tp from the start and wipe the group because they go in and burn up all there tp before the hate is set on tank. Even now you will always find 1 person in the group that dosent watch their hate and it gets pulled causeing a wipe or close to wipe. So this presents a whole new issue for those players who cant control, pay attention to what they are doing, or just dont care, and will cause more issues with-in the group.
Sorry man even in 2.0 you will find blm burns. The fact is in the final endgame content blms will be the work horse for it all as it was in FFXI. Blm will be needs for crowd control (it the devs ever fix the current crowd control) along w those mobs that are resistance to melee damage. Over all the current game lacks a decent crowd control due to it being a zerg fest, and the only time if any strategy is used is in dungeons that are instanced.