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  1. #11
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    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.
    (0)

  2. #12
    Player
    Dadbod's Avatar
    Join Date
    Sep 2019
    Posts
    18
    Character
    Dadbod Flexin
    World
    Exodus
    Main Class
    Paladin Lv 61
    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.
    (1)

  3. #13
    Player
    Vendalwind's Avatar
    Join Date
    Jul 2019
    Posts
    340
    Character
    Vendal Solairune
    World
    Cactuar
    Main Class
    Ninja Lv 90
    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.
    (0)

  4. #14
    Player
    CazzT's Avatar
    Join Date
    Feb 2018
    Posts
    612
    Character
    Kyssa Shay
    World
    Siren
    Main Class
    Reaper Lv 93
    Quote Originally Posted by IntrovertAnt View Post
    Holy cow, we’ve come full circle. When did the game get rid of TP? Was it last expansion? Now people want TP back? Holy balls, 10/10 troll post.
    Yea, imagine that... Limitations lead to engaging game play. It's almost like that's a core game design concept...
    (1)

  5. #15
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    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.
    (0)

  6. #16
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Vendalwind View Post
    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.
    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.

    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.
    (0)

  7. #17
    Player
    Rayo's Avatar
    Join Date
    Dec 2017
    Location
    Limsa Lominsa
    Posts
    126
    Character
    Rayo Seibold
    World
    Siren
    Main Class
    Samurai Lv 80
    just a random question but doesn't all the Jobs use Aether in some way shape or form in terms of lore?
    (0)
    Just putting my 2 cents in this coin operated opinion machine

  8. #18
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Rayo View Post
    just a random question but doesn't all the Jobs use Aether in some way shape or form in terms of lore?
    They do. And depleting your aether completely can remove your body's ability to heal or maintain itself, making any long term depletion fatal, iirc.
    (0)

  9. #19
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    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.
    (0)

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