Quote Originally Posted by ADVSS View Post
TP would have worked much better if it was a different game. Instead of weaponskills being big attacks, they became your normal attacks, which made TP your stamina bar, but if they wanted to do that the refill rate wouldve had to be closer to some action/hack and slash games, where you burn it down quick for a moment, and it refreshes lightning fast. This wasnt the case with TP in ARR - since it was a resource that barely ever drained in short lived fights, but it started to show in prolongued fights. If it was used as a technique resource for a really big hit then it would make more sense to do it like it was originally done. Weaponskills, just basically were basic attacks, with auto attacks just being there instead. There wasnt any meaningful reason to use TP outside attacks either. If it was more treated like a resource in the sense, you would probably have things like shelltron spammable, or downright cd to block stuff rectively at a hefty TP cost, not to mention probably some way to roll out of aoes or dodge on command.
Theres nothing inherently wrong with TP as a stamina gauge in and of itself, its just how they handled it that made it akward.
TP would have worked if the classes and jobs reliant on it had be designed with a sustainable rotation, a regenerative rotation and a high cost burst rotation in mind. The sustainable rotation would have been the rotation that dealt the greatest dps in the long run natively as you wouldn't run out of TP while using it, the burst rotation would have the highest average dps while performing it but would drain TP fast enough that it could not be sustained for long, and the regenerative rotation would regain TP quickly but have low enough dps that cycling between the burst and regenerative rotations would deal less on average than the sustainable rotation.