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  1. #31
    Player
    BlaiseLallaise's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    545
    Character
    Blaise Lallaise
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Oh believe me, I'm right there with you on the matter of choice. I agree choice is king and one of those things where more is good. That is why I suggested an alternative combo system above. I think the only place we differ is on the issue of whether or not to reduce TP costs as incentive to utilize combos. I don't see enough incentive to use combos based upon the additional effects alone, as it is the positioning requirements that are the biggest thorn in my side. I would gladly give up most of the additional effects if I could start a combo from any direction and complete it without moving. Maybe that's just me, I dunno. That is why I feel there would be no incentive to use a combo if I didn't have some TP savings in the process, as I would just use whatever WS gave me the best damage output per TP cost.
    (1)

  2. #32
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    biggest problem is the cooldowns i think. the damage isnt so high to justify them.
    (0)

  3. #33
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by syntaxlies View Post
    biggest problem is the cooldowns i think. the damage isnt so high to justify them.
    I think this is true, but if you look at FFXI for example, there were no cooldowns and TP costs were generally equal. So there was no choice at all, you simply went with whatever WS was the best. I think they may have wanted to prevent this, by first making different TP costs, but also adding cooldowns so we would then use different weapon skills while we wait for cooldowns.

    I think if you had a real combo system, and the combo effects were potent enough, people would use all their skills in an effective way without needing any cooldowns at all.

    TP costs should be determined in proportion to the demand to use them. This may sound kind of weird... but it's probably the most accurate description possible. The demand can be related to the effects... damage or otherwise. I think once you balance these the choice and strategy comes from which of these skills are better for each situation. Then you add a combo system and potent combo effects and it becomes even more essential to use different skills.

    Basically we've had a bunch of different system integrated into one another, yet they're not in the form where they all work together. Because they still hold on to many of their own characteristics, ones that were designed without any consideration of these new additions, they don't function entirely well together. So, it's probably important for Yoshi or some of the head battle designers to start looking at the future and getting a bigger picture of where they want to go... and how to put all these different mechanics together.

    @Blaise,
    I totally agree with you on one point. If you just eliminate the TP Waiving, there's hardly any incentive at all to use the combos. But.... if you also take it one step further, there's hardly any incentive to use a lot of the skills you have, as they cost way too much in proportion to their effects. So, there would be balancing needed, both to adjust the potency of weapon skills and their combo effects. But... by reducing costs and the rate in which TP accumulates, it becomes less necessary to do those real technical balances that take lots of time and testing. Plus it speeds up combat quite a bit.
    (1)

  4. #34
    Player
    BlaiseLallaise's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    545
    Character
    Blaise Lallaise
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Roaran View Post
    @Blaise,
    I totally agree with you on one point. If you just eliminate the TP Waiving, there's hardly any incentive at all to use the combos. But.... if you also take it one step further, there's hardly any incentive to use a lot of the skills you have, as they cost way too much in proportion to their effects. So, there would be balancing needed, both to adjust the potency of weapon skills and their combo effects. But... by reducing costs and the rate in which TP accumulates, it becomes less necessary to do those real technical balances that take lots of time and testing. Plus it speeds up combat quite a bit.
    Agreed, the original TP costs do need adjusted, but I think TP accumulation doesn't need to be any slower. The most boring part of battle right now is at the beginning when I have 0 TP.

    Now, if we turn around the incentive topic and instill an automatic increase in damage for any WS when used in a combo (excluding the opener, of course), then I could see a removal of the TP waive mechanic as feasible. Even so, I'd personally prefer some sort of TP return through the combo. TP has always been a commodity to me, thus I tend to use it sparingly so I don't run out (but I usually do anyway). I just feel better when I have some left over after a WS.
    (1)

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