Why? Seems pointless and an infuriating mechanic in a roaming party.
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Why? Seems pointless and an infuriating mechanic in a roaming party.
It's probably for the better. I'd rather not have to always worry about building TP before an NM battle.
It's far from for the better.
Yeah, I feel like the TP decay if you stay in active mode should be less.
TP decay in passive mode is fine.
i like the idea that tp decay should be determined by mode, since there are alot of other mechanics governed by mode it wont be exploited, class or skill changes in active mode being impossible.
Well it may leave the possibility of Samurai having a trait to slow TP decay. :rolleyes:
Seriously though, this is a skill issue, not a game play issue.
If you don't want to lose your TP then have a chain puller.
Could you describe those potential issues please ? FFXI is in itself the demonstration that storing tp does not cause balance issues nor exploit possibilities. I'm in favor of storing the tp as it can be a sweet wild card for any player to save you from a frustrating defeat and potential rage quits (1% death anyone ?). Apply the standard ffxi rules tailored to ffxiv: changing weapons, actions or zoning/teleporting makes you lose your tp.
This matter however can be problematic to debate as of now since the revamping of the battle regiment system will bring about new postulates.
One more thing, if you consider building up tp before a fight an annoying chore, just dont do it.
Let's not kid ourselves here. Not doing it is just as much an option as allocating all your points into INT on a melee class is.
In FFXI you could cycle in melee with 300% TP, have them WS/perform a skillchain and then cycle them out from the alliance. Surely you don't think this type of gimmickry is good gameplay?
You are imposing this to yourself. You have no physical obligation to do it. Actually you can already store 3k tp then jump on your target. If you still believe this is absolutely necessary, then the problem does not lie in the TP decay but rather into why is SE making some fights so damn hard (ex: Absolute virtue) that it forces players to find gimmicks such as DRK+Kraken, a whole alliance with NIN sub, PLD with nin sub (imo), blm nuke fest, etc.
Finding unorthodox ways to do your fights is part of the game play, makes the game fun for many and breaks away from the boring old trinity: DD,healer, tank.
TP decay is correct to have. Its not fair everyone entering a battle with 3000 TP. Its just another countermeansure regarding FFXI flaws...or we would go back to SAM era where everyone comes in with 3k TP, do WS like a bitch (specially here that you're not limited to a max of 2 WS before running out of TP) and zerg the monsters.
IMO TP decay should trigger after a while not engaging tho...only 30 secs before it start decaying is indeed a bit too fast. It should or take longer to decay or have a progressive decaying, with the amount lost per tic growing over time but being very small at first 2~3 tics.
That's not how MMOs work.
The problem doesn't lie solely with the difficulty of the fights but rather class and item balance as well as encounter design. If AV was easier, people could still beat it with gimmicks, only it would be even easier. The gimmicks aren't used because they target a specific weakness of a boss, they're used because they're just brokenly good and the boss can't counter them.Quote:
If you still believe this is absolutely necessary, then the problem does not lie in the TP decay but rather into why is SE making some fights so damn hard (ex: Absolute virtue) that it forces players to find gimmicks such as DRK+Kraken, a whole alliance with NIN sub, PLD with nin sub (imo), blm nuke fest, etc.
Hyperbole based on the assumption that your way of playing MMOs is the only possible and valid one. Again this is something you alone are bringing upon yourself by relgiously following a method of play that i have been staying away from and still allows me to play and enjoy MMOs. :cool:
I support storing TP because its simply an additional edge on the exact same level of bringing potions and food for a tough fight. All not required but useful. At this point tho the ball is in SEs camp since only they know the details of their plans for classes and encounter design.
Having as many edges as possible when challenging the unknown makes it more exciting in my opinion.
How's that whole being shunned by competent players thing going? Nobody wants to play with you because you do things wrong? Oh, right. You're not doing it wrong because MMOs are team games and you have nobody to do it wrong with.
Extreme? Perhaps, but that is pretty much how MMOs work. If you do stupid stuff people don't want to play with you.
Since when was bringing potions a good thing? I don't know how it's in WoW today but back in TBC people were forced to farm their asses off so the guild alchemists could mass produce various potions for their raids. It sucked and nobody wanted to do it but they had to because the encounters were obviously designed with buffed raids in mind.Quote:
I support storing TP because its simply an additional edge on the exact same level of bringing potions and food for a tough fight. All not required but useful. At this point tho the ball is in SEs camp since only they know the details of their plans for classes and encounter design.
Having as many edges as possible when challenging the unknown makes it more exciting in my opinion.
The more gimmicks or "edges" players have available, the higher the difficulty has to go or players will quickly trivialize the content by taking advantage of these edges. That's why it makes sense to focus the challenge into the encounter itself, not into preparation.
In all honesty, the TP decay is kind-of annoying, especially for Lancer. The ability Invigorate is the issue. TP decay is -300TP every 2 seconds. Invigorate increases TP by 100 every 2 seconds, 150 with Version 2. This means that the only use for the ability is at the beginning of combat, but battles are over before there is any real gain in TP. I would be far more in favor of TP only decaying in passive mode.
I don't like TP decay when in a SP party because, as a lancer, I usually us TP moves every 2nd or 3rd mob because they're down so fast. A little part of me always wanted the TP to work in reverse, starts full, goes down and regens on hits. But that was also in my dream of having a LIMIT BREAK bar and unloading Braver! Haiiii Yaaaaaah!!!!!
Perhaps we'll see weapons/armor and even materia that will slow TP drain when in active mode... Or perhaps store TP (make it easier to gain) as well. :)
I'm all for traits, and materia to handle this. :)
I can build u ptp before a fight as long as some really weak mob is close enough that I can get a ws off or something in the time it takes me to run over to the mob I actually wanna kill...but then of course I might have damage, or whatever... Idk. I would prefer that TP remained as long as your in active mode.