Is TP interesting as a mechanic?
Yes, TP, that bar alongside HP and MP.
Is it interesting? Could you imagine it being more interesting? How so?
What does it accomplish? Is there something more it could accomplish that it currently does not?
Is there something else you'd rather see done with TP, a new resource in its place, etc.?
In poll form.
1. It's fine. I can't imagine any significant improvements that can be made to it, nor any need to make them.
2. It needs improvements to how TP-users can interact with the mechanic, such as by making different rotations that vary in TP-efficiency each more viable in their own way. This could also come with fixing how TP is gained, smoothing out certain oversights.
3. The mechanic itself should be more interesting, such as by having different effects because of how much TP you currently have, or scaling damage with %TP.
4. It should be scrapped and/or replaced, such as with a new resource, be that something for accelerated movement, or burst, or evasion, or something generateable, are even an individual LB gauge of sorts.
5. Other.
(Yes, this is largely for my own reference, as I've seen few focused thoughts on the subject, but many bits and pieces scattered through tangential subjects.)
It's just a Stamina Gauge at the moment...
TP is currently a weak system and adds nothing to the game other than capping potential DPS.
I think that TP should start at 0, auto-attacks should be removed, many weaponskills should be called "basic attacks" and should be used as they are now but instead they generate TP, which can be unleashed like a personal "limit break" that deals heavy damage and/or provides benefits to the party in some way (these would also be on the Global Cooldown). BLM would need an overhaul imo to something more like 1.23, but instead many of their spells would grant them TP which could be used to help them regenerate their MP.
If it was up to me, I'd also try to make a skillchain system similar to FFXI by using them in sequence with other party members, except not as complicated. Tanks and healers need not have skills that interact with it though.
In my opinion TP is pointless in this game
It is pointless to have such a system in a game you are expected to be playing all the time anyway. I feel the same about mana, except for Black Mages, I believe that alone is the most clever way of dealing with resources that this game has implemented, and it astonishes me it wasn't applied in the other jobs. I would remove TP first, and perhaps remove Mana later as well after reviewing how Black Mages could work without it.
I would also go beyond and remove all cooldowns from self-buffs and make them work with resources you generate through combos, like Warrior's wrath stacks. But that is talk for another thread.
I don't like limited resources and I don't like cooldowns, it is lazy design that ends up in removal of player-game relationship, it decreases gameplay.