They remove the cost of damage dealing spells? Cause with no cast time and the ability to move on demand I'm having trouble finding a reason to play casters over physical ranged.
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They remove the cost of damage dealing spells? Cause with no cast time and the ability to move on demand I'm having trouble finding a reason to play casters over physical ranged.
Maybe that BLM still dominates the DPS output over all the classes is reason enough.
Well, they are not going to remove Black Mage's mana costs, because that's still pretty much primary mechanic of the job. For Summoner and Red Mage....doubt they are going to remove costs all together, but they might make overall mana spending less than what Lucid restores. Or they might not to keep the cost of raise punishing.
I'm assuming you mean cast and not cost?
Assuming you indeed meant cost, why? What would it achieve? What limitations are there due to cost right now?
Assuming you meant cast, RDM and SMN are already over 50% instant cast spellcasters and BLM deal much bigger numbers with a perfectly assembled skillset. They have instant cast procs and an instant cast 750 potency skill every 15 seconds which if all managed correctly will never result in a dps loss over other classes. They have unlimited mana, no other responsibilities than to look after oneself and good mobility options if you use Triplecast and Aetherial Manipulation, the latter you'll find makes it so you don't have to actually move very much (provided you have a good partner to teleport to for safety). We now also have a skill which gives us 100% control of our downtime preparations.
They will not remove MP costs. Unlike TP, MP costs are very relevant to the jobs that use them, and serve as a hard limiter without being an arbitrary "You can do this once per day" system.
BLM with or without cost still does more dps and although it uses mana ur to mechanics it’s never been limited by mana.
Summoners suffering but I’m sure they will get buffs soon
TP was always a weird mechanic, since it only really served to punish 3 things: AoE spam, skill speed, and dying. I remember a monk in ARR running a SkS build and basically running out of TP on T12 in about 4 minutes of uptime. And, of course, dying already punishes you, so why double punish people?
As it so turns out, there's no reason to punish spamming aoe or skill speed, because people only spam those in aoe situations, and it was a bad situation that discouraged players from even using aoe to begin with.
Meanwhile, over in mana town, BLM uses mana to bound its AF rotation, otherwise it would just fire 4 and fire 1 for days without end, and that would be its entire rotation. Red Mage and Summoner, meanwhile, use mana to provide limits to resurrection, and Summoner uses it to punish heavy, frivolous movement on top of resurrection.
Otherwise, mana is in the same boat as TP for RDM and SMN, and I would strongly argue RDM is too tightly tuned and will likely see mana costs drop by 5.1 to help them out in not needing to spam lucid on cooldown.
It could possibly be removed for non-BLM casters, or it could also be worked into the other 2 casters in some form in the future. It remains to be seen, but it exists for a reason even if the reason ultimately is "tradition," combined with "They're spellcasters, they should spend magic points."
Although the removal of MP is unlikely, due to it being a longtime staple in the Final Fantasy series, it wouldn't be impossible to phase it out. Black Mage is the only job that I would consider reliant on MP, but even then, it could be replaced by a simple Mana gauge that achieves the same effect. When you look at Red Mage and Summoner, there isn't much reason for MP to exist outside of putting a soft limit on the number of Raises that can be cast, but there are other ways to handle that, such as an added recast timer. Paladin and Dark Knight could utilize their job gauges for what would ordinarily cost MP.
Basically, things that "matter" could be given alternative cost requirements while the standard attacks of most casters wouldn't put any strain on their reserve.
I didn't say remove MP entirely from casters. Just the damage spells. If raising on them is the issue you could always make raising cost 4k or 5k mp to keep that to a minimum. As for BLM it would need adjustments. Make Fire your single target rotation, Ice your AoE rotation and Thunder your oGCDs or something. This would also help Healers that want to dps as well since you could remove their damage spell costs and they could have all their mp for healing.