Quote Originally Posted by Mikey_R View Post
If you make running out impossible, why have the system? If you want to make a system that gives you more damage the higher your TP is (from a certain value) then just doing your normal rotation would neccessarily need to force you to be negative, which would then require the implementation of an action that cost less TP to make up the deficit.
No. If you build around a particular rate of consumption (which is GCD scaled anyways, in this case), then that rate of consumption does not force you to go negative. You can weave in more burst skills than you typically would, such that, much as the case with enmity, you end the fight with minimum excess TP if the value of those higher-TP-cost skills over the normal rotation is greater than the value of the %TP potency modifier, or likely just anywhere just short of or barely dipping into the penalized range if not, unless the fight's situations give cause to burst further.

You can, of course, build short of that particular rate of consumption, as to oblige the use of Support skills after X minutes, but that's an externality. All a ubiquitously-tied resource system fundamentally does is allow you to trade long-term gains that are greater on paper for short-term gains that may be greater, or at least vital/necessary, in certain contexts.

In AoE, as I stated, your actions cost between 2 and 3 times as much TP
This, too, is externality. You can tune them to whatever you damn well please; it's merely a matter of balancing higher tuning against lesser available resource. For instance, if potency is decreased by 1% for each %TP below 75, to a minimum 50% potency at 25% TP, but TP costs decrease over that same span to a minimum of a quarter, the AoE penalty of using (stronger) AoEs would begin to right itself after the first 4-5 GCDs of burst, as their (and other) potencies decrease; similarly, your TP would quickly right itself to over 80% with time not spent on using those burstier skills.

The issue here is that the games UI does not support such a system [as managing enmity].
XIV UI has been sufficient for that purpose. That's why we have the bars. The Enmity percentile bars weren't hard to use.

With low enmity values, like at the start of a fight, you have a good idea of how far ahead of the pack you are. As the fight progresses and enmmity increases, the same space on the enmity bar is eqivalent to a much higher value.
Yes, because that's how percentiles work. Again, it wasn't difficult to understand or work with. ...Do you want bars that traverse your whole screen? Unlike HP, precisely because of Enmity modifiers, there is no maximum to enmity that wouldn't make the UI worthless early in a fight if were linearly representative rather than percentile.

As for Enmity, the important thing to note is that it is a Binary system, you either have it or you do not. If the old system was so bad, what could replace it?
Short version: You include more than a single mob script (what we sometimes call "AI") and make further factors available to those scripts. At present, there is only one in the whole game (attack top threat regardless of other conditions), which at most adds the feature of also attacking 2nd threat with a second, dedicated periodic attack.

Longer version: You differentiate, under the game's hood, between latent and active enmity, mob script and mob mode (a different behavioral set procedurally called upon by conditions set in the script, such as being frenzied, wary, cocky, etc.), and generate undermechanics for affecting enmity that interact with mob behavior.