I don't see why we need to have sprint drain TP since it is already has its own cooldown. Makes it tedious and boring have to jog everyone and can't sprint unless you're a caster. I think sprint should work every where like it does in PvP
I don't see why we need to have sprint drain TP since it is already has its own cooldown. Makes it tedious and boring have to jog everyone and can't sprint unless you're a caster. I think sprint should work every where like it does in PvP
Would break a lot of raid fights. However, I do think they should do this for 4.0 and beyond, though probably with a longer cooldown (2m or so)
I'd honestly rather the TP cost stay and the cooldown be reduced to its duration. That way I can Paeon charge instead of using Swiftsong.
Or make it a mixture of a flat initial cost and a TP drain over time. (And bake in a lot of the cancel effects into the original binding, rather than having to macro to drop BFB/Sprint/etc.)
The way I see it sometimes and I could be wrong...
But it feels like the TP Drain/Amount of time it takes for your TP to be restored Versus Sprint's entire cooldown doesn't seem to align very well, at least in my opinion.
Maybe have it be a toggle, instead of a "use all of your TP"
Casters can already Sprint at what is essentially 0 cost so if the 0 cost bit were broken it would already be (and isn't). If all else fails could just increase the CD or decrease the duration. Not really a necessary change, but y'know, not something that would really mess with balance too much.
Sprinting builds up Limit break During 2.0 days our team would have casters sprint during T9 which noticeably built the LB faster. If the team can auto sprint non stop then everyone would be screaming "why aren't you sprinting?" during raids and dungeons.
Also using it strategically makes it fun. Do you sprint away from an AOE that will kill you while loosing TP or save the TP and die?
or a Dark Knight
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At present, the cooldown aligns with full TP restoration out of combat. But that means there's no advantage to using any TP-granting effects, because you'd then just be waiting on the cooldown.
If Sprint's cooldown were equal to its duration instead, you could use it again as soon as it falls off for another 600-660 TP's worth (or 380-420 in combat) [12s|7-8s], then again for another 400 TP's worth (140-160 in combat) [8/2-3], and so forth. Over time, you'd spend the same amount of time sprinting (two thirds out of combat, and just over a third in combat), but you wouldn't necessarily be 20 seconds on, 10 seconds off. And now you have a use for Invigorate, Pro-Rook, or Army's Paeon for Sprint itself, if so desired.
First couple times in T9, I'd Sprint + Invigorate in order to be able to keep up Greased Lightning before the ranged learned how to make the jumps more convenient. Good times. That said, if the Sprint LB build is still a thing, I hope it will be removed shortly; it definitely had better be before any reduction to Sprint costs.Sprinting builds up Limit break During 2.0 days our team would have casters sprint during T9 which noticeably built the LB faster. If the team can auto sprint non stop then everyone would be screaming "why aren't you sprinting?" during raids and dungeons.
Also using it strategically makes it fun. Do you sprint away from an AOE that will kill you while loosing TP or save the TP and die?
That last line is why I don't want it to be free, nor purely a TP Drain (where you can chicken out of the penalty after the few crucial seconds). I don't want it to necessarily knock you out of action, but it should still have both an immediate and long-term impact. If you pop it while already low, you might not be able to attack, as per the current mechanic w/o Invigorate. Using it in a speedkill to intercept and gather mobs extra quickly... there's a price for that.
The way it is now works pretty well for that when you consider that it can be paired with Invigorate, so it's not necessarily a K.O. (but requires deliberate usage to be useful), but it does mean you see TP-users Sprint very, very rarely, and during uptime only as particular mechanical gimmicks on a fight-by-fight basis. Whereas so many other emergency abilities can instead be used rotationally to push clear speeds, this one stays an emergency, unused by TP-users 99% of the time. I think there's something sad about that, and something pretty great. I'm conflicted.
In many ways, I think that changes to the way physical DPS can regenerate TP (e.g. having more than just Invigorate as an option) would have a better impact on Sprint's usage than just about any change to Sprint itself ...except of course, by removing the rigid cooldown.
Last edited by Shurrikhan; 08-04-2016 at 12:39 PM.
I honestly feel it would be better if it was just a cooldown instead of a tp cost, like 1min or something.
or rework sprint, make it drain TP as long as you sprint or make swiftsong work during combat but make it drain MP.
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