Expounding on Jinko's post. And I'm butchering it some by adding some Final Fantasy 14ness into all the systems as examples.
- Stamina - 100% gauge which is diminished when using a skill - replenishes over time (kind of the oppisite of TP)
- Combo system - each attack stacks up to a maximum of 5, skills require the cost of combo points (not to be confused with the combo system we have now)
- Sacrificial skills - require the user to sacrifice HP in order to perform a move.
- Tools - requires the use of tools (think ninja or something)
Stamina would not work like the old system, for what its worth.
TP System (Current)
Stamina with Combo Points
- Successful auto-attacks and sustaining damage generate TP.
- TP is used to execute all weapon skills.
- Weapon skills may have extended cooldown based on the power of their effect (stun, AoE effect, increased damage).
Variation of Combo Points ~ using TP (similar to FF11 with a modification)
- Auto-attacks do not require stamina.
- 'Opener' weapon skills like Fast Blade, Concussion Blow, or Heavy Shot require stamina and generate a combo point toward the current enemy.
- Non-weapon skills such as Aegis Boon, Quelling Strike, Necrogenesis, or magic would NOT require stamina.
- Stamina gradually regenerates during battle.
- Combo points are consumed to execute 'finisher' weapon skills, such as Rain of Death, Steel Cyclone, Goring Blade, etc.
- The current "combo bonus" may be amplified as a result of having more combo points.
(i.e. 50% bleeding damage at 1 combo point. 250% bleeding damage at 5 combo points, etc.)- Combo points are lost if you switch targets, ensuring you can't take it with you.
- The cooldowns of 'finisher' weapon skills may be adjusted to reflect the need to have stamina and combo points to execute them.
Component-based Abilities
- Auto-attacks and sustaining damage may generate minimal TP.
- 'Starter' weapon skills such as Fast Blade, Concussion Blow, or Heavy Shot do not require TP. These weapon skills generate a significant amount of TP. Cooldown and trigger conditions may separate these abilities.
- Trigger abilities such as Phalanx that requires a block or Fracture that requires a parry do not require TP and generate TP when used with minimal cooldown to reuse.
- 'Finisher' weapon skills have improved effectiveness, both in damage and secondary effects based on the TP used when the move is performed.
Using certain abilities may require components or ingredients.
Examples: Expand hidden box to see.
- Casting an AoE thunder spell may require an Eye of Lightning.
- To use Sacrifice or perhaps avoid its HP consumption cost, Beastkin Blood, Scalekin Blood, or Spoken Blood may be required.
- To use a Bomb Blast ability as an Engineer, you may need Bomb Ash, Grenade Ash, Bomb Arm, or similar item.
- To trigger the AoE effect of Flash, you party members need Mardi Gras beads.
TP Charge System
A mage-based system centered around generating TP to unleash more powerful spells or sustain useful effects.
- Landing attack spells and enfeebles generates TP.
- TP may be consumed to use and/or maintain effects such as Shroud of Saints, Necrogenesis, Resonance, or Sanguine Rite.
- Larger amounts of TP may required to cast higher level spells such as Aerora, Thundaga, or Holy.
- The cooldowns of abilities affected by TP may be reduced as TP is the governing factor of when these abilities can be used.
- References:
Rift - Mages.
Vengeance
Whoops gotta go! Will check in later. TP song may still help out with all of this.
- No TP is generated from attacking.
- A substantial amount of TP is generated from sustaining damage.
- Rewards tanking. Inability to secure enmity results in inability for TP and thus cannot execute their weapon skills.
Last edited by Fiosha_Maureiba; 04-14-2012 at 01:17 AM.
Player
Was just about to type something similar, but less comprehensive...
In short, keep TP, but balance the means to gain TP among classes/jobs to diversify the gameplay. Here I say balance, because it's not a revamp, more like adjusting a few parameters.
Examples:
PLD: 50% less tp gained from damage given, 100% more TP from damage taken
DRG: TP bonus on crits
MNK: TP gained on evades + TP bonus on reflex skills
WHM: Slow and continuous TP gain proportional to healing over time in the party, fix TP gains from curing a status effect
BLM: Slow and continuous TP gain from DOT, fix gains from enfeebling effects
Last edited by northernsky; 04-14-2012 at 03:33 AM.
I guess they could add an energy system. Tp is basically WoW rage system.
Edit: Oh wait they did have an energy system at the start. Almost forgot!
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
SEs system is unique..... They already have their own....
My XIVPad: http://xivpads.com?2031148
Yea but it was energy ontop of TP which didn't work.
You only need one system really.
Yea dude get it right !
We just need someone to find a similar system in EQ or UO so we can shut these guys up.
Calm down captain! Relax, and let us breathe. I was joking with you. I mean, I posted "GOOD MORNING STARSHINE"Whats that got to do with it, I wasn't arguing who had it first ..
I was simply saying FF11 and FF14 aren't the only MMO's to have a system were you gain points per hit.
The person I quoted said it was unique .. unique when compared to other MMO's ..
Why do I have to explain myself .. just Fing read what he said.
Alot of MMO's use a TP/energy system of sorts, I mean we can get really in depth and start going back to Ultima/EQ.. hell we can reference old school D&D in some instances. TP is an aspect used in alot of games, albeit with different names.
Unlike some of the younger posters we have, I have alot of respect for your posts chief. No need to get so snappy!
Bring Quality Notorious Monsters to FFXIV!
http://forum.square-enix.com/ffxiv/threads/40738-Highly-Notorious-Monstersz
It's ok I forgive you
It's kind of hard to tell what's meant as a joke on here.
Not saying TP is not unique or that it is a rip off or anything. I am saying each and every class should have a different system. Maybe not get rid of TP, maybe leave it for war or gld i don't know , but each class should play differently and have different mechanics.
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