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  1. #1
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Snip
    We've had the discussion in a few threads, I know you're all about adding more thoughtful choices to the game to make it more interesting. To be completely honest though, I have no idea what COULD work as an alternate resource system if we absolutely MUST have one for all the classes. I stand by my prior assertion however, that the resource system as a whole is a complete mess since there isn't a whole lot of depth as far as resource management goes. I've said in my posts as well, that I've always felt if something isn't adding complexity or anything interesting, I'd rather just see it scrapped. Some kind of resource system that actually requires some attention paid to it with some kind of payoff at the end (like say a really powerful offensive or defensive cooldown) is something I can get behind. Or something class dependent.

    Mnk for example, I think they don't need TP as a resource system, I think the whole ramp up they have is sufficient with the increased damage and rolling thunder stacks the reward for managing your buttons correctly.
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  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Khalithar View Post
    We've had the discussion in a few threads, I know you're all about adding more thoughtful choices to the game to make it more interesting. To be completely honest though, I have no idea what COULD work as an alternate resource system if we absolutely MUST have one for all the classes. I stand by my prior assertion however, that the resource system as a whole is a complete mess since there isn't a whole lot of depth as far as resource management goes. I've said in my posts as well, that I've always felt if something isn't adding complexity or anything interesting, I'd rather just see it scrapped. Some kind of resource system that actually requires some attention paid to it with some kind of payoff at the end (like say a really powerful offensive or defensive cooldown) is something I can get behind. Or something class dependent.

    Mnk for example, I think they don't need TP as a resource system, I think the whole ramp up they have is sufficient with the increased damage and rolling thunder stacks the reward for managing your buttons correctly.
    Agreed, on the whole. Even after a lot of thought on the matter, and desperately wanting to make something more thoughtful out of it, I can't really come up with a system that can sufficiently replace TP without severely changing job gameplay (albeit possibly for the better), but with few exceptions I've only come to be less hesitant about removing altogether. (See ending note.)

    Just taking Monk for an example, I feel like either of two fairly obvious general paths would work well:

    1. Up potential dps slightly, but require (improved) in-combat Meditation for Purification-based TP restoration. Bring up some other options that would otherwise share that purpose to keep them balanced (Tornado Kick and The Forbidden Chakra).
    OPTIONAL: Perhaps allow TP-dependant mechanics, such as increased passive output at higher TP levels, balanced against abilities that continuous attacks provide better ramp-up and culminating damage for.
    2. Scrap TP. Revise Fracture (directly or indirectly), Impulse Drive (indirectly), and Purification (directly), so that the last has interesting usage and both Fracture and Impulse Drive are rotationally/situationally viable stanceless fillers.

    That said, (2) seems the obvious solution only when taking AoE out of the equation. Without the TP limitation it is otherwise too powerful in most cases. However, at least in dungeoning and the open world, this issue could be mitigated with what many people have already been asking for — stronger enemies, and stronger and more applicable CC options. Survival and lost time (spent on CC, kiting, and extra healing) becomes the limiting factor for AoEs, rather than TP and MP (still a bit of a limiter, especially for healers like AST and WHM).

    ________________________________________


    Edit: Well crap, back to thinking about how every Job might well be able to use a third resource, and is a large part of what seperates them from their source class, while otherwise only HP and MP remain (and MP usage increased across non-primary users). But, I doubt all future jobs could fit that system as well, and I don't want to place that restriction on them. Spirit (a resource for Links, similar to Skill-chains / Magic Bursts) is also a tasty alternative... /zero progress
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    Last edited by Shurrikhan; 10-22-2016 at 05:59 PM.

  3. #3
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    TP could be used in different ways, like someone said it is mainly there to limit or manage AoE damage while single targets doesn't really get hurt by it. While this is fine, TP management could be adjusted at later levels.

    For example, levels 1 - 30 shouldn't have any issues with TP management, by then you should be used to how TP works / MP works. (Should!) After that, at 30 introduce an optional mechanic for each job that consumes TP in a unique way. Lets say at 30, take the 3 tank jobs. They get an ability that allows them to buff the party temporarily but costs TP instead of MP.

    WAR - AoE bloodbath, less potency but allows those in range who do damage to recover some HP.
    PLD - Something similar to Shield wall, but lesser in terms of %
    DRK - Something that sacrifices HP / MP / TP in order to deal extra damage on the next skill used by party members. Or maybe something along the lines of En-dark, that acts like a self shadow-wall = to the amount of damage done over the period of time but has a cap.

    None of these are perfect, but in a situation like this if you use WAR bloodbath AoE in say, AV? Could help with the poison. DRK's could be higher potency but takes out some HP. While in that scenario people would be afraid to use it, just like others it would be fine in a situation where it isn't hurtful despite you using it or it's time correctly. During early levels since single targets aren't an issue really, you could use it once or twice...though only three jobs (correct me if I'm wrong) can restore another players TP, it would let people learn how to manage that TP skill and give these jobs a reason to use their songs / spells..of course other adjustments will need to be made.

    As for the DD - could use TP / MP to make a single skill AoE or LoS. 1.0 had that ability for archers to make a weaponskill LoS. The dungeons are so focused on AoE but our rotations don't allow it. That's why we're stuck at level 30 single kills on 3 mob pulls so much before a boss. TP cost would be high so not to spam but could toggle. Even a potency reduction if needed. Say in Longstep lv.30. Rouge fighting 3 mobs. Use up TP from Gust slash to make it cone. Major TP is consumed to do what's basically 3x throwing daggers on one mob. Though, that might add a level of complexity that some aren't ready for at that level...
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    Last edited by Leigaon; 10-27-2016 at 11:07 PM.