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.