Quote Originally Posted by ClashBlades View Post
I really do like this idea, but I would be a little nervous with this because that would leave people auto-attacking all the way up until 5000 tp. Unless they make weapon skills better there would be no reason to use the current ones. If we held tp until 5000 then this game would become very repetitive. Auto-attack for a minute, 5k tp, auto-attack etc. I feel as though the only way to implement this would be to create a separate meter. I don't think it would be that big of a deal in terms of resource management. There isn't very much to manage with it. Could you address the issue you have with resource management? What exactly the issue would be? I want to better understand your perspective of this.
First of all, there needs to be a distinction between using weaponskills more often, and saving up 5K TP for a limit break. Each method having certain advantages and disadvantages over the other. You can't just have it be a separate bar that fills up no matter what. Then, there's no reason NOT to use, it, and that doesn't foster good balance. It'll also lead to the limit breaks being overpowered.

The player needs to manage his resources carefully and make a decision to either use the weaponskill or the limit break strategy depending on the situation at hand.

Additionally, adding more bars, like an overdrive bar, might make the battle more complex, but it doesn't necessarily make the gameplay any deeper. What you want to avoid is mistaking complexity for depth. If you can achieve the same goals of implementing a limit-break style of moves to the game, then you should try as much as you can to implement it in a way that doesn't involve just slapping another bar on the screen - especially one that has redundant characteristics to your other, already established resource bars.