


There are a few problems I can see with this concept.
First off, it basically takes the build up of resources when it comes to openers and just gives everyone all of it right away. Think about starting every pull right now with full Ninki or Kenki and how much more you can do in those first burst windows than you could before. Additionally, it means any future burst windows have to be planned around server ticks of when your mana regenerates.
Additionally, there are a few skills in this game that are there to help build resources during jump phases. Think meditation on both samurai and monk. These skills become all but useless if your resources are automatically regenerating when a boss jumps with some jobs potentially getting back to full MP in longer transitions like we have in E1.
Rather than force MP to be useful, I wouldn't mind seeing melee jobs just be given a weakened form of Mana Shift as a role ability if we're doing anything at all.
I don’t need them to change MP at all really. I’d just like the option of removing the MP bar from the UI entirely so I can get it off the screen for jobs it’s not needed.
Making melee use MP would cause so many problems and potentially make SkS terrible across the board again like in the TP days. This is such a bad idea. Homogenization and simplification is BAD. Never would i want to see resources reduced in complexity, plus it breaks the aesthetic and balance of classes to tie them all to that same resource with differing effects. It's just a bad idea.
Removing it from the UI tho when not playing a class that utilizes it would be nice.
I'd rather just use MP in the same way across all jobs, roughly speaking, or have it removed entirely for all but healers. It only even amounts to a Rez gauge for RDM and SMN, anyways.
Moving gauge resources to MP is effectively just removing MP, but then giving each a gauge resource an indistinct name.
MP expense in no way worsens SkS. Neither SkS nor SpS have any impact on MP generation, and non-Spell actions can have, and already have had, MP costs.Making melee use MP would cause so many problems and potentially make SkS terrible across the board again like in the TP days. This is such a bad idea. Homogenization and simplification is BAD. Never would i want to see resources reduced in complexity, plus it breaks the aesthetic and balance of classes to tie them all to that same resource with differing effects. It's just a bad idea.
And tbf, the bulk of the suggested changes outside of those for DRG would in no way reduce complexity, and even that job's wouldn't have to do much of anything to its gameplay just to shuffle resources towards MP. That said, they would change fight dynamics in potentially undesireable ways -- such as SAM being able to fly into combat at near-full ramp-up, which every SAM would likely love but other jobs' would feel less amiably towards. I'm not about to defend the idea as a whole, but complexity, of all things, is not the issue there, apart from the one poorly rendered suggestion for its implementation.

just a random question but doesn't all the Jobs use Aether in some way shape or form in terms of lore?
Just putting my 2 cents in this coin operated opinion machine




Just sounds like the return of TP to me. I'd sooner push to have SE just remove the MP gauge for jobs that don't utilize it. Also considering that SE loves to slap CDs on abilities that already use another resource that limits its usage, I'd really not want them to have yet another gauge to do this with.
I look at the MP bar as a caster resource, though jobs like DRK do utilize it in a way that you describe. However, with ShB I feel DRK has its resources backwards where Edge/Flood should be on CD while abilities like Abyssal Drain and Unleash should use MP. TBH, I think the devs are a bit conflicted with how resources should be used, and/or are still figuring out how to properly implement the job gauges. No need to add to their confusion with TP and MP gauges for the melees.
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