Great post, +1, but this solution is one step forward, two steps back. Okay, decreasing max TP to 700 or 500 only makes the "brick wall" point come faster. Seeing as there are no ways to gain TP innately for some classes, all you could do to combat this is to "sacrifice" some skills early on or hit the "brick wall' and use NO skills so that your TP regens. This is super frustrating and not really rewarding in the slightest.
I do agree with your 2nd point though. There is a lot of positioning and dodging that goes on, and it's already hard enough for the more casual players to make sure they're maximizing rotations, topping people off, holding aggro AND dodging AoE's.
To remove it from the game completely, I don't know. I know that it wouldn't affect my class (Paladin) as I do the same rotation all the time, and I wouldn't just have a go-to skill to spam had I no limitations. I just feel like there is a lot left on the table with MP and TP which could raise the skill ceiling of the classes in this game, and also make players feel more rewarding.
1. Unlimited HP would be worse than unlimited TP. You do realize that the ebb and flow of HP as a resource makes it so 1000's of people get to play a certain job (healers) and have fun with it? Why do healers love healing? Because they maximize efficiency of a scarce resource. I don't know what you were trying to get at in the first part of your post..I never said I wanted TP to be unlimited...
2. I love this game to death. I look deep into game design though, and was just thinking about this. If you don't wanna discuss game design, or don't feel you're fluent enough in it then stay out of certain topics.
3. If I'm not having TP issues then the resource wasn't "binding" which means that the economist in me (economics: the allocation of a scarce resource) hurts inside. The game is already gimped in so many ways regarding difficulty, and for a game that isn't TOO mechanically demanding, I would like to see some conceptual prowess shine through. As I said, we're speaking in terms of game design. A game being too easy is as much as a problem, if not more, than too hard. Pac-man needs its ghosts to be fun. So just because I'm not running out of TP doesn't mean this shouldn't be a topic of conversation.


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