I disagree, aoe toggle is nice. Dont blame features for your inability to play anything other then WoW controls. Try to learn how to use the controls before wanting to resort to another games UI.
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I disagree, aoe toggle is nice. Dont blame features for your inability to play anything other then WoW controls. Try to learn how to use the controls before wanting to resort to another games UI.
In that case, If that's really true, and SE enabled AoE on everything so they don't "hold your hand", WHY are we not getting SP for it? Why is it not rewarding when you risk yourself by hitting multiply enemies at a time? WHY should it be BAD when you do so? why should it be POINTLESS when you do so?
That's just silly. This is why I'm saying, either increase number of possible claimed jobs, or allow us to hit claimed mobs only.
We should get SP for mobs we are killing. That's basic really.
It seems like you're just attempting to be rude with your post by summoning World of Warcraft. Final Fantasy 11 also did not have an AOE toggle, so why aren't you calling that game out also? In fact; I don't know of any games that have had an AOE toggle before. I guess that all of us are too impaired to play FF14 and that's the real reason why the game is on life support.
Speak for yourself. Just because you accidentally AoE everything, doesn't mean we should scrap the ability to toggle AoE's on/off. Use macros or actually READ if you're AoE is on/off.
There are others ways of fixing accidental AoE casting like AoE is on as a default for white magic and AoE is off as a default for black. Or have it remember what setting you had for each spell. But for the mean time, I like to choose whether or not I want to AoE something myself or not instead of having a single target spell and an AoE spell.
It worked in FFXI but there's barely any room on the action bar for me and it would also mean scrolling to find the single/aoe spell which would take as much time if not more to toggle the AoE on/off. And remember, accidentally using an AoE is YOUR mistake.
Those were individual spells with their own special animations and damage properties. They weren't a toggle.
Now, my memory's a little fuzzy on this (okay, very fuzzy), but didn't FFIX have basically the exact same system? Choose your spell, toggle aoe, choose your target, let fly with the Thundaga?
I think that should put to rest the claims of the system not being very FF-like. . .
The AOE toggle button, at least to me, and I could be wrong, seems to say this:
On a playstation controller it's hard to use multiple bars, so we've only included 3 bars and you can't even have more than one bar on the screen at a time, so we're going to add an AOE toggle button - and as an added bonus, we don't even have to add new animations to the game [almost just like they didn't have to design more than 5 locations within a tileset!]. The toggle basically feels like a way for them to take a shortcut in game design.
It honestly doesn't bug me a ton, but there are better solutions; and not being able to understand where your spell cast is going is annoying because the viewing angle in this game seems to distort the distance between monsters at certain camera angles at times; which is a frustrating problem in and of itself.
If you want to look at it from a "realistic/roleplaying" perspective, you would think the casters would be able to control their power so that its released in the area that it wants, and that casters aren't limited to summoning an effect only on top of a monster.
What I would like to see are two different spell styles, Thunder/Thundera, and when choosing Thundera you would get a radius on the ground that you could move and adjust its size. By increasing the size of the AOE radius past its default you would begin to lower its power per monster that it hits, and decreasing it into a smaller radius could increase the power level [but never to a point where it exceeds a single target cast].
This would be innovative and would improve on what is likely the best AOE system in any mmo today - World of Warcraft's.