PLD Clemency is very useful, it can save yourself, your healers & dps, so your team won't wipe.
I like the old system too, you can use Cure on undead, use ICE on Ifrit, every skill is unique.It got carried over because the original concept for the battle system was gonna be an extension of the revamped system they did at the end of 1.23. where you actually had to build TP in order to do ya powerful combos which would have made combat a lot more tactical and less button spammy. In a sense of do you do your combo when you get to 1000TP or keep building to 3,000TP for a bigger burst of your combos later kinda sense...
Skills in 1.23 felt alot more powerfull and had more weight because of this. where with the current system nothing carries any weight or feels like it packs a punch. it's just spam buttons to keep up some flashy lights and sparkles on your autoattacks. nothing feel special or powerful.
to this day i wish they'd go back to that system. was so much better and felt so much more powerfull when you did combos
now they are only use for combo, all you need to do is press 123, every job, on every single enemy, from 2.0 to 4.0... LOL
if you like doing combos you can do it in 1.2x too,
Yes the maps,ui in 1.0 are suck, but there are many things:
gameplays, content designs, open world, quest quality, community, sense of adventure & immersion, player interaction, good memories, etc, in 2.0 are inferior to 1.2x
New =/= always better
It's like Sangokushi 12 & 13 for example, the graphics are prettier, but the gameplay is a lot worse than before, feels like a web game or adobe flash game.
Last edited by ShanXiv; 11-18-2018 at 03:00 PM.
there was a bit more to it than just TP. you had other elements such as incaspaicaitions and the then removed regimen system wehch they could have revised. but the incapacitations where still there. do you dragon kick from a bosses flank for increased damage or do you do it from the front or rear. slightly less damage but the possibility to break a bosses tail or head or some such. which could then make the rest of an encounter easier. break chimeras tail for example and now he cant tail swipe your party for the rest of the fight... bust a bosses arm and now his power punch is a lot more manageable..Perhaps with a fundamental revision of that system what you're describing could have happened, but 1.23 was as far from tactical as you could possibly get.
Outside of reactives like Haymaker, there were only two actual TP costs in 1.23, either 1000 or 1500, due to the way the combo system worked.
there were also benefits to stockpiling tp. while it may have resulted in less dps over the course of an encouter it would allow for burstier spikes which proved usefull for many groups in things like garuda. with adds. untill such things as the blm exploits were discovered at least allowing the adds to be largely ignored. so it did have a trade off a little less damage over time for a little more damage when it was needed..
was it perfect no but it's something they could definitely have built upon and wouldhave been much more interesting than just do thesame static rotation every time regardless of what your fighting.
I don't remember hearing that they were removing TP
I must not of been listening :-o, Well this is gonna be different. Not too different though.
They are "consolidating TP and MP into one single ressource" was their take on it.
But completly removing everything related to TP is actually better than trying to balance that new ressources with TP using GCDs.
They are consolidating it all into MP, yes they talked about a new bar with seeing shields and stuff so ill just have to wait until 5.0 to see.
They should have kept the more tactical combat instead of going for an "action" combat, and TP wasnt useless, they could have easily made it more important for the classes/jobs that used it. Just like MP is for magic based classes/jobs
So now, PLD and DRK will have MP weapon skills...including one that...gives MP back ?
And Blood Weapon will reduce our WS-MP cost, while giving back MP ?
And I hope Requiescat will be adjusted because it will be hard to keep our MP above 80% if the "physical" rotation still uses them.
Right now, it feels very strange to me![]()
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.