Even if you managed to reach a point where you start losing TP, most fights don't last long enough that you'd run out.TP does seem vestigial at this point.
They could flat out remove tp costs from single target attacks and it'd make little if any difference since the reduced tp costs in stormblood makes tp usage against single targets a complete non issue, you'll never run out unless you stack an absurd amount of skill speed and even then I'm not sure it's possible, which I'm sure is deliberate as people actively avoided skill speed in hw since you'd run out of tp if you stacked it and tank your damage, which is all kinds of stupid.
Not that it helps ogc attacks anyway, but that's a different matter.
You'd only run out if you're spamming aoes, and they could just make them use a flat percentage of your mp like it does tp now, and just restrict goad to physical classes.
Only in the 24 man raids you could probably have something with enough health, and not have an enrage.


I think Goad will be one of those skills going bye bye. But you do bring up a good point. With TP gone will Skill Speed become all the rage?TP does seem vestigial at this point.
They could flat out remove tp costs from single target attacks and it'd make little if any difference since the reduced tp costs in stormblood makes tp usage against single targets a complete non issue, you'll never run out unless you stack an absurd amount of skill speed and even then I'm not sure it's possible, which I'm sure is deliberate as people actively avoided skill speed in hw since you'd run out of tp if you stacked it and tank your damage, which is all kinds of stupid.
Not that it helps ogc attacks anyway, but that's a different matter.
You'd only run out if you're spamming aoes, and they could just make them use a flat percentage of your mp like it does tp now, and just restrict goad to physical classes.


I imagine a "stamina" system akin to dark souls where all actions will cost a certain amount of stamina Quick successive actions, i.e Overpower spam, will cause you bottom out but even and controlled bursts will essentially make the transition seamless. It makes the most sense to me at least and lots of games do it now and it would have the least impact on current gameplay since most good players never bottom out of TP/MP.
They also announced that they will rework skills for all classes to accommodate the new 80's skills and reduce button bloat, so we can assume that a few skills will be merged or land on the chopping block. If they change AOE skill to MP one would hope that they will normalize the costs more around the classes, SAM AOEs are insanely expensive.
And (DA) DRK (DA) really (DA) needs (DA) a (DA) rework ...

I think the amouths of MP physical classes have will be similair to now. Maybe +1000 for lost TP. And the base combinations (single target attacks) costing nothing.




Should have turned TP into something that is built by attacking and then spent through other bigger attacks, seeing as that's pretty much what half the job gauges are.
But then it'd be that wretched 1.x TP Yoshida so felt the need to remove to make into something identical to yet mutually exclusive with (for all but PLD/DRK) MP...
Limiting aoe for physical dps always felt clunky and not fun. Ultimately its better to simply reduce potencies (if your goal is to keep them worse at aoe than magic classes) than to have the current unfun system where you may bottom out on TP and be unable to act for several GCD's. For single target TP is a largely vestigial resource that was always in conflict with the dev's attempts to make Skill Speed more desirable as a stat.
The idea is that DRK isn't very good currently, so any rework must be an improvement.I fail to see the reason for optimism between these two parts...
One would assume, true. But, one would also be disappointed more times than not in doing so...
On topic:
Personally, I just wish they'd get of universal unconnected or barely-integral resource systems in general. Unless your job interacts uniquely with MP, as SMNs almost did with Ruin III back in HW, healers still kind of do now, and BLM always has... revamp the job's interactions until they do. Or get rid of MP/TP and just turn it into an actually deep job gauge.
However, DRK isn't as bad as people think. It could do with a rework of Living Dead, and some ergonomic redesigns around Blood Price/Weapon and Grit/Darkside, but besides that, it's all good.
Even Dark Arts isn't that bad anymore. It's pretty simple how it grants a flat 140 potency besides AoEs, so you don't need to use it with everything and it's pretty simple to decide what to use it on based on that skills additional effect.
Single target: C&S (max DPS) > Souleater (for HP) > Syphon Strike (MP neutral 140 potency boost)
AoE: Quietus and Abyssal Drain spam on proc between SE combos.
But if TP is reworked in a way some people have suggested, that weaponskills will have no cost and only AoE attacks will cost MP, then actually, DRK doesn't lose anything, because all of DRK's AoE attacks already cost either MP or Blackblood.
Last edited by Seraphor; 01-25-2019 at 09:44 PM.
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