No. In the Player Polls, we told him that the best thing about the game was the graphics, and that he should feel free to completely overhaul the rest game as long as he doesn't wipe character progress.
Ask and ye shall receive. :(
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We're mentioning XI because the battle system from previous single player FFs was completely different from the mechanics found in an MMORPG.
When they remove the AoE toggle and add in extra versions of spells, they either 1) further restrict what mages can do since they'll be required (due to mob behavior and the f-ed up claim system) to have both versions loaded into the already clunky and limiting action bar(s), or 2) do away with the action points/bars meaning we'll be able to cast any spell at any time, and have to set up macros to use them as quickly as we need to.
The first option makes the game even worse, the second makes the mage battle mechanics exactly the same as XI.
is it that friggen hard to press z? if you're really worried about it, make two macros for your spells, one with aoe, and one without. Removing the trigger is a stupid idea that isnt worth the time it'll take to change.
Thank You Dev Team! This is a good step in fixing the mage classes, I am extremely excited to hear they are going to evaluate "EVERY SINGLE SPELL ON A CASE BY CASE BASIS!"
Anyone who intended to be a main class healer should be rejoicing being able to cast any spell aoe/single target with the press of a button and with zero consequences to MP consumption/spell bar requirements etc will now be able to take a tactical approach to casting spells. What is worth it in each situation? This goes to the heart of FFXIV's problems where everything was designed to be so damn mainstreamed and 1 size fits all, this change helps encourage unique setups, pre party planning, and helps distinguish good players from lazy poor ones.
A good healer in an MMO should not be relegated to spamming sacrafice II all day long, I can take that little toy woodpecker from the simpsons episode where homer causes a powerplant meltdown to do that job. Now you will have to think about conserving MP with a single target spike cure vs poping curaga III when the party gets AoE'd. Also allows the devs to individualize the emnity generated from each type of cure to help distinguish a true healer build vs the guy who is curing as a MRD.
*facepalm* they are going to remove the AOE toggle?! good lord I swear what the hell is this Dev team doing!.........
They need to stop listening to people on these forums because half of em dont know what the hell they are talking about -.-
I really the more SE rolls over and makes these kinds of changes..... the more I loose the desire to bother with this game anymore......
For the love of god no..... what is the team thinking?.... This is a very very bad idea -.-
There was nothing wrong with the toggle of AOE, is was a matter of hitting the button on your controller or keyboard, or even adding it to a macro for your spells, and it was set.