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Originally Posted by
HakuroDK
I just think it's silly that, in a system where players are already casting the same spells over and over, implementing an elemental wheel to add a little more sense and context to the job is considered a system where players will just cast the same spells over and over. Seems like a redundant argument either way.
It's human nature. People go for the strongest and most efficient way to get things done. Yes, human nature is silly a lot of the time. That's why you design stuff with that in mind rather than expecting people to change for the sake of the system.
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I want an elemental wheel in this game. Why? Because it makes sense, given the amount of focus on the six major elements: Fire, Earth, Wind, Water, Thunder, and Ice. There is an elemental themed boss for each, there are crafting crystals that are attuned to each of those elements, there are spells for every element currently in the game, and there is already a resistance attribute for every element.
The resist attributes are legacy stuff left over from 1.0, much like stat allocation and, to am extent, the armoury system.
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It wouldn't break balance if it was done right.
"Doing it right" would require them to scrap conjurer and thaumaturge as currently designed and create a bloated spell list for BLM. You could probably make it a purely mechanical aspect of BLM (no +element stats wasting item budget on gear), but all you'd be doing is adding more buttons and creating bloat on a game that is supposed to be playable on a controller.
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The fact of the matter is that BLMs, as they are structured now, are slaves to a single rotation. Fire -> Transpose -> Blizzard -> Transpose -> Fire, while throwing in the occasional Thunder.
False. BLM plays under a damage rotation with recovery periods and procs. The three elements play their own roles within the job's combat design, hence why I keep saying it is the best caster design I've ever seen in an MMO.
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Why not give a BLM spells which gives an enemy a temporary weakness to a specific element or nullify elemental resistance? Something synergetic. Like, if you use Fire three times on an enemy, it makes them weak to Blizzard spells, or if you proc Thundercloud, it makes Thunder spells do more damage per tic?
All you're doing here is creating the same rotation you call mindless but with more time spent casting said same spells and simply involving more button presses.