It doesn't matter whether you call it MP or TP so long as physical attacks still consume it only to an extent that their sustained AoE is gutted and all else merely requires them to hit another bloat button every two minutes.
It's a resource. Right now one of the current is useless but at least doesn't require further bloat. We will loose it and keep just the one that does require further bloat. The question is why have them at all unless they're actually going to do something to make the other systems more satisfying. My suggestion was to that effect.


Personally, I found it odd when playing some of the classes, where combos would branch off a particular starter and then go into 2 distinct follow ups and culminating in a single finisher per path...
Or worse...
For example, DRG having True Thrust > Vorpal Thrust > Full Thrust and Impulse Drive > Disembowel > Chaos Thrust as 2 separate attack chains.
Then you have NIN whom uses just a single starter and follow up to branch into all 3 of their finishers with Spinning Edge > Gust Slash > Aeolian Edge/Shadow Fang/Armor Crush
Like, especially when the 1 > 2 just do damage and offer little to no additional effects and really it's just that finisher that actually does something different.
Though, there are exceptions like, as a WAR I basically want to use Heavy Swing > Maim > Storm's Path/Storm's Eye as much as possible and only ever touch the Heavy Swing > Skull Sunder > Butcher's Block chain if I'm having threat issues. But again, it's bloating my action bar with having this vestigial Skull Sunder and Butcher's Block skills when really, it would be simple enough to just merge Maim and Skull Sunder and have that lead into either Storm's Path/Storm's Eye/Butcher's Block (Though, it'd be nice also if Storm's Path wasn't the only finisher that generated 20 Beast Gauge... So I wasn't incentivised to use it at every availability due to it healing AND giving more BG than alternatives, but I digress...)
So yeah... Would make a lot of sense if things just used the same combo start up and then branched out into multiple skills as finishers, rather than having all these needless transitional skills that are barely any different from each other... At the very least, if you wanna keep things with a bunch of buttons to press, just extend the combo's into 4th skills instead of piling on the 2nd skills or the DRG thing of having 2 completely separate chains.
I mean True Thrust > Vorpal Thrust is just 160 Potency > 250 Potency while Impulse Drive > Disembowel is 200 Potency > 240 Potency + Piercing Resistance Down.
Are they really that dissimilar that they're both required?
That said, I could see an issue with trying to consolidate SAM down, given that Jinpu, Shifu and Yukikaze are all quite different... (But then again, having exceptions to a rule creates more diverse jobs...)
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