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  1. #15
    Player
    Enfarious's Avatar
    Join Date
    Jun 2011
    Posts
    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Wolfie View Post
    TP/MP is fine. I would like to see spells that generate and use TP, and weaponskills that use MP though.
    They had these in the begining. Mostly Elementally charged WSs, it was good, but people whined or something and they went away.

    Quote Originally Posted by Jinko View Post
    Good luck convincing these guys to change Omni ...

    Mages don't really need TP, so agree that needs to go.

    TP is basically rage though so it makes sense on melee.
    Agree, but mages can melee and set cross class ws's, not to mention that like the above mages once had WSs all their own. Maybe instead of scratching TP they just get back some skills that use it instead of MP.

    Quote Originally Posted by Jinko View Post
    How would a mage build TP though, is it realistic to expect a mage to go in and melee during battle ?

    I would very much like to see Musketeer with a rogue style combo system, something like the amount of bullets you shoot = 1 combo point.

    or

    No TP and just a stamina gauge which fills over time and not by action.
    Mages gain TP the same way as everyone else, by dealing dmg, some of us remember that trait in XI, you get back TP based on dmg dealt.
    Stamina becomes a balance issue very fast, if it recharges to quickly people just spam the most dmging ability available(not unlike class stacking), too slow people can't do enough.

    Personally I think the TP system works well, and except that it was sometimes a tad slow in XI it worked there too, isn't this kind of one of those "if it ai'nt broke, then don't try to fix it spots".

    Focus on the things that are actually broken for complete overhaul, make this a thread that's more "Hey could we also have?"

    Quote Originally Posted by Tibian View Post
    I've never been a huge fan of TP -- so I'd enjoy seeing the investigation of alternate systems being applied to other classes. I do feel TP makes gameplay sort of like a "waiting game" but it really depends on how responsive 2.0's systems are. With 2.0 so close, I can't imagine any radical systems being changed this late in the game.

    For instance, lets assume Summoner is going to be implemented. How is the pet going to be mediated and how are the Summoner's spells going to be mediated?

    I'd really enjoy seeing a pool of runes mediate the pet abilities. Ie: Carbuncle has a starting rune pool of 5. With upgrades via leveling and talent systems, it can be increased to 7. The runes naturally regenerate over time, and each skill Carbuncle uses takes a varying amount of runes. So, Carbuncle's basic healing move on a party member would take 1 rune, whereas a party wide heal would take 2, a basic attack take 1, and aoe attack take 2, and "super move" take 3-4.

    I think there are ways to implement the aforementioned example into other classes and jobs; thus increasing diversity in gameplay (rather than relying on a TP/MP system for everything) and making classes/jobs more unique and gratifying to play.
    And aren't these types of things just TP in reverse, ok so I don't have to hit anything to get it built up I just have to wait...wait I have to wait for TP to build too, so let's replace waiting for HP/MP/TP with waiting for stamina/runes/combo points.
    Come on if your just gonna suggest systems that are essentialy what we already have with a different look and name then ask them to change the way it looks and what it's called.
    The function of the "runes" is the exact same as MP(1rune = 100MP, cure costs1rune/100mp), Combo points are TP(I land 5 hits get a combo point == 1000 TP, 1 combo point can do tier 1 WSs = 1000TP for tier 1 WSs) ...
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    Last edited by Enfarious; 04-14-2012 at 03:17 AM.

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