

Absolutly, they said we needed more support magic style classes, rather than offensive or defensive, right? Arcanist can be the new mage class, given the RDM like abilities of Haste, Slow, Brave, Faith and something that regens TP as well.
So basically we got the stamina bar back and it's renamed to TP bar... lol. Finally.http://www.mmorpg.com/gamelist.cfm/g...ew.html/page/1
"The current battle system that we have right now is based on TP and the TP fills as you fight.
The biggest thing that is going to be different here is that the TP guage will be full when you start combat so you can use skills and weapons right off the bat.
And so, in addition to that, the combo system will change and the battles will be more action-oriented because you'll be able to use all of these things from the beginning."
"Because of that, the battle tempo, the speed with which you fight things, and the speed from one battle to the next will be significantly increased."
YESThis is what i was waiting for!... Much Faster BS, but still not action. I love the idea of having full tp from the starting of the battle (so the video wasn't in "god mode")
Faster BS + Limit break = :Q___


I don't understand why you guys say that we will have back the stamina bar...
From what i understand, you will simply have base TP at 1000 instead of 0. This before starting a fight.
Once you engage a fight, it should be similiar to what we have now. No TP "regen" in combat.
Ex. starting a fight: 1000 tp > system to build tp IN COMBAT (same what we have now) > the combat finish, and tp will regen to 1000, just like HP or MP , that will raise in passive mode.
I really don't see why ppl recall it STAMINA, i see just a "plus" of what we have now.![]()


Because they're neglecting the fact that Stamina was used for all actions, both basic and special and with AA in place, stamina was done away with and still is. Plus, one of the main people calling out the stamina/tp thing is Rokien and well, you know..I don't understand why you guys say that we will have back the stamina bar...
From what i understand, you will simply have base TP at 1000 instead of 0. This before starting a fight.
Once you engage a fight, it should be similiar to what we have now. No TP "regen" in combat.
Ex. starting a fight: 1000 tp > system to build tp IN COMBAT (same what we have now) > the combat finish, and tp will regen to 1000, just like HP or MP , that will raise in passive mode.
I really don't see why ppl recall it STAMINA, i see just a "plus" of what we have now.
And I also like the idea of where it's going, the only question however is will TP regen be stopped when engaged to an enemy completely, or only when you have direct aggro against the mob. Because if the TP does regen only in passive mode and it can regen as long as you arent the main source of hate coming from the party, I forsee, well basically all melee 'disengaging' the enemy they're fighting constantly in big battles, restore TP, resuming unleashing a storm of skills, put weapon away and regen.. rinse and repeat. Essentially, becoming the same thing as mages are now (I r one). So hopefully TP will regen either by hitting the mob during combat, albiet at a slower rate than it is now, or they'll give alternative methods to restoring spent TP in active mode. Otherwise battles that take more than a few WS to finish something off are going to look silly.
Last edited by Akujin; 08-17-2012 at 05:29 PM.

At least it will help balance BLM vs melees in short fights.

I think it will be more so like the battle system used in FFXI, with a twist to it. Example: TP: 1000 start fight, use special moves, skills that lowers your tp and "ONLY" while auto attacking the mob you gain tp back but a little slower ( like 35 tp per hit depending on the weapon used "FFXI"). Meaning that alot of new spells, moves will cost lower tp such as 100, 300, 500, 750 to use and maybe that one big job only spell will cost 1000. Either way it will make the game better.


well that was an advantage for drg (tp gain abillity)
but i thought it to be so.. as i saw the picture with a drg being on a chocobo, long time out of battle. but still having full TP.
i think there was also a ws for gaining a small tp amount.
i hope they also have some positioning combos still :/ i think they are fun and give some complexity to the battle system.
and i think the WS we have now feel way more epic because you cant spam them from the beginning on.
Last edited by Tonkra; 08-17-2012 at 06:22 PM.


The way it sounds like to me, I envision that "final quest battles" will definitely have to be significantly harder than your run o' the mill monster since everyone has full TP at start. This could make combat as a whole more interesting. It also DOES sound a bit like stamina is coming back in a way, but instead of waiting for a gauge to refill, it's your attacks filling your TP(which really isn't different from any other game I guess).
On the plus side, think of how awesome it'll be to just unload an awesome weapon skill on a much weaker mob like a badass from the start instead of the current poke it with your sword a few times, then if it ain't dead, hammer it.



Speaking of Combos and such. From the targeting in the video, it looks like they added the mob position identifier they promised. (Circle on the ground showing, front, back sides)
They probably suspect there may still be some laggy moments at times, so at least that identifier will help us get our combos off.
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