unfortunately they would never do that because of the coding issues, and also in order to "proc" the spell must land which means adding an effect/doing dmg in some amount to the mob. So in order for that idea to work the spells that were not set would have to do at least 1 dmg to the VW mob.
I look at it based on other FF games that have blue mages in them. They get to use all their spells all the time, the biggest hurdle for FFXI is that the Job Traits of Blue Mage were tied in to the spells. If we eliminate the need to set spells for job traits and allow full access to spells all the time the whole job would change drastically. I like that we can customize our job traits, I just would like to have access to all the spells as well. Which is why a system where the spells that are not set are "normal" and those spells chosen to be "set" are augmented in some way is by far the easiest and most balanced solution.
With limited MP pool and only a margin of our spells even being useful, I don't think having access to all spells at once would be overpowered while we only gain traits from those set, that sounds like a perfect idea because Job Traits are the only main reason it'd really even be overpowered. And if your worried about because we'd no longer have to set damage spells to take up our points, then lower the number of points o something to allow fewer traits.
Where is the SE rep to notice these suggestions T^T
sounds like we are agreeing XD
Won't happen, ever. Most would be a JA that allowed access for a limited period of time.
Part of BLU's core design concept is set points and forcing BLU's to pick and chose their spell sets. Your asking SE to completely redesign / rebalance BLU over what is essentially a problem with a single event. Blue magic cool down has never been an issue until SE released Voidwatch. Even inside Abyssea the proc list was small enough that you could cover the three days pretty easily. What really needs to happen is have the Blue magic procs in voidwatch drastically reduced to one to two per element tops.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
Does no one realize that the only thing the cool down timers do is prevent a BLU from casting spells? I ask because it's been mentioned that Job Traits and Stat Bonuses being changed on the fly would be one of the reasons this would be over powered, except those don't suffer from the delay.
I'd love a legit example. The only time I've ever cared about switching spells in the middle of anything at all has been for staggers. And let's be real here BLU is a dangerous job on trash mobs anything beyond that it's there for staggers and nothing else because if those weren't a factor that BLU would be on a different job.
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