Originally Posted by
Connor
Isn’t that like saying Cure II and Benefic II are two totally different abilities because one procs 0 MP cost and the other procs a forced crit? Is that really enough to somehow make them ‘different’ from each other? And I’m talking about in terms of actual gameplay not literal semantics lol.
I mean semantically Cure / Benefic are different from Physick / Diagnosis (50 potency difference) because potency, but nobody in their right mind is going to argue they’re all somehow different abilities, are they?
The visuals argument are moot because we’ve literally seen them add various different role skills to jobs that have completely different animations per job. I.E Peloton. Unless the argument is that the particle effects will be the same, which…I guess? Does that seriously matter? Jobs can’t have the same particle effects from a role skill but it’s totally cool to have two functionally identical spells with a 15% of being different if you cast a spell you literally will get abused for casting (Cure/Benefic).
As for phys ranged and their role-skills-pretending-not-to-be, explain to me what the functional gameplay reason for Machinist learning it at a different level actually is. What job mechanic or balancing purpose does making Machinist learn Tactician at level 50 provide? Or maybe it’s completely arbitrary and likely exists as either an oversight or to create some cynical illusion of variety?
Going to be harsh here but if we’re taking these extremely minor differences between abilities as evidence that they’re each unique and interesting things and not effectively the same thing with a different coat of paint, we really deserve everything we’re getting from the devs right now.