
Originally Posted by
Grey Jorildyn
I'm not gonna bother commenting on the imbalance of encounter design and what's easier or harder based on AoEs because that argument has been talked into the ground and there are great points on both sides.
However I agree with what you are saying about the combat system designed around a TP system. I've argued this point on these boards before iirc. The TP system has always been a drag on combat in the FF titles. It's boring, unimaginative, and pigeon-holes encounter difficulty into taking a route where mobs "spam TP moves" to increase "challenge". It's unchanging as long as SE goes with this, and they aren't gonna scrap it. It controls the pace of combat now and forever to us as players, but not for mobs down the road which will inevitably get the "trigger a different TP mode at X% HP" (which I don't mind), or "don't stand here cuz you'll trigger X lethal weapon skill" (which I also don't mind). We are limited by the TP system and it determines what we can do in combat. It's another restriction, albeit not nearly as bad as the Stamina Bar was, on our combat. When players in XI figured out how to do the most damage without TP (Hi2U kraken club), it was an abomination and quickly nerfed by the powers that be on the mobs-that-should-be-godlike. The TP system removes true damage "rotations" from the game and most MMO players probably find the idea of "charging my laser" with white damage to do some spike damage every so couple of seconds an absurd idea. WTFwhitedamage would probably best sum up this feeling anyway.