

Very unlikely, it would make jobs like WAR basically have nothing to lose while casters still have to deal with management. Much more likely weaponskills will follow a similar MP usage as spells, while things like holy spirit or foe requiem could be fully reworked.while i know its not likely i am super hoping this change means weaponskills will cost nothing and there is no management there anymore.
also on the topic of mp most mmo's use mp as a thing connected to all skills not just magic skills. (at least all the ones i have played)


well that's that i am talking about it will be nice to not have to worry about tp management or mp management on melee jobs aka tp jobs where only mages have to worry about that sort of thing.
sounds easier to me also since it would require less reworking to begin with well other than changing aoe's since it would give tp jobs unlimited aoes.
but i also know SE won't be doing this, just kinda wish they would.
TP is only in the game because it was in 1.0, I could see why they would remove it when it is just another hurdle when it comes to balancing the jobs within the game. Since they not only have to look at the potency of the abilities but also the cost of them compared to other jobs and how long they can retain their TP in the same timeframe as other jobs.
By removing the cost of skills they can instead focus on gameplay mechanics that encourage the player to play better. AKA instead of Ninki gauge being tied to NIN's auto-attack they could instead stick it the end of all NIN's combos which in theory would help players realize that hey if I want to play good I need to finish the combo to build my Ninki gauge.
Gating casters is necessary given 5/6 of them can raise.
In terms of TP management it practically doesn't exist outside of aoe situations, since TP costs are as small as they are. As per your WAR example, the only thing that costs a significant amount of TP is Overpower, which isn't really used outside of dungeon trash pulls.
If you look at how TP is balanced currently, it's almost impossible to run out in a single target situation, especially with the availability of Tactician, Goad and Invigorate. For this reason I think they will probably just have most weapon skills have no cost, and it also means that no changes need to be made to DRK, PLD and BRD since their MP usage is unaffected by the change.
What I think they might do is add an MP cost to AoE skills and limit them in that way. Although what I hope they do in the next expansion is just give each class skills so that they all have a proper AoE rotation and balance around that.
If it does end up being the case that all skills on physical classes do cost MP, I think that BRD is quite an easy fix by just changing Foe's to a cooldown based ability rather than costing MP. PLD and DRK of course would need a much more thorough rework.


From a data analysis point of view, they probably did it simply to remove a data point, because removing that data point removes the complexity of the calculations tracked and sent to each client. So it's very likely they will just map AP directly over MP as a %, which is basically how Magic works anyways. No matter what level you're at, the skills all use a fixed % of the bar, and that's no different from using TP that always capped at 1000. Where it might complicate some players rotations are those like PLD where they have usable skills that use MP and TP. Then again they could also just reduce the overall cost and potency so that the end result is the same amount of damage.
RDM would need some looking into as well, especially since their real TP guzzler is their melee aoe skill, which I agree with you is the one time they should still give weaponskills costs.
Though in the case of RDM they could go the simple route and gate the melee skills behind RDM'ss own unique Mana bars. I don't think it's that worthwhile to use them unless they're Enchanted anyway so it'll work. Single Target combo can still be as-is, just without tp costs. At leas the first skill, you gotta start with something


As long as elemental resistances have been removed, and all grades of glamour prism collapsed in a single one, I see the MP/TP merge into the so-called AP as another simplification of things.
Remember the ps3 era, when we could not see both bars?
The merge surely isn't for free, all jobs that are using both have to be reworked for sure. Cannot say if the added simplification makes up for the effort needed to make this change.
The sooner they make the change, the less work they'll need to do. Imagine introducing a new hybrid class - that's another class they'd have had to change eventually, but now will design it from the get-go with only the one bar.
Let's face facts, most jobs don't use both bars. Some of the ones that do are in danger, but everyone else couldn't care less. Since the Sprint changes, a TP bar to a BLM is like Lilies to a WHM - waste of space on my screen. Given how widely the use of only one bar is, it's wasteful to keep letting it go on. It's a waste of hud, waste of traffic as said above because everyone in your party need to see both your MP and TP, and it's a good incentive to make some job gauges actually do something - all jobs still have at least two active resources, it's just that this resource was added on top of the TP/MP clutter. Now's the time to fix that.
On the flip side it will have some interesting effects, because you might have less skills for Ranged (tho I hope they turn either Tactician or Refresh into a straight agro mitigator), and suddenly Goad and Invigorate suddenly have a much larger audience (unless they limit who they can be used on, which imo would be a shame)
Last edited by BillyKaplan; 12-03-2018 at 07:38 PM.


As a Paladin main I'm curious and a bit scared on how will this merge change my job, but I'm Looking Forward To It™.
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