Just a hint, go through your post to make sure it makes sense. I'm not here to decipher your textbut as i stated i think it is more of the ease of mobs at this point is the only reason for not having a full time healer. once the redesign is implemented if the mobs get harder to defeat then i would agree with it, but at this point there is no need for that change. all i was stating was at this point they have many changes in store and afterwards they may need single/aoe individualized spells and a dedicated healer but at this point in time there is no need for them so mages fill multiple roles inside of a party.
i'm sorry you don't understand. let me dumb it down
at this point in the game no party needs a designated healer(someone that only heals)
after the changes are made maybe one will be needed then.
since they have no need for a designated healer at this time mages play multiple roles in parties.
http://crystalknights.guildwork.com/
Well I'm talking about jobs that don't have the option to turn it off. I don't agree with my archer being unable to use archer skills in a behest simply because all archer skills are aoe (unless you want to spam high stamina ones like shadowbind).That would make AOEing even more thoughtless, you'd never turn it off, lol. We want to encourage paying attention, not discourage it even more.Quote Originally Posted by Wevlum View Post
Kinda seperate but at the same time on the AoE theme...It'd be nice if during leves/behest etc your aoe *only* hits the marked targets, i.e. behest/leve targets.
The only alternative is to take skills from pug and other classes. If I'm leveling on archer it's because I want to play archer.
Last edited by Wevlum; 05-02-2011 at 11:05 PM. Reason: Fixing the quotation...at least trying to
The Ul'duh Inn is like an antique shop...full of crap and always closed."You don't have to say anything, I just look at your life now and work backwards." - Black Books
People are thinking too much on extremes. My intention wasn't having AOE ONLY and SINGLE TARGET ONLY classes. What I was trying to suggest is seperating them to clear up some unecessary UI clutter and in the process injecting some much needed class uniqueness and strategy into the game (mainly thinking of casters, I don't even have a DoW at rank 1 so...).
I think a lot of the replies are getting stuck on my comment about opening up possibilities like Scholar, or other classes that are designed specifically as AoE classes. I know I suggested things like Archer and Lancer being AoE but I did not really intent for it to be ONLY AOE. That would be a major inconvenience. I was actually sort of thinking of RIFT (for those that have played it) mixed with FFXI. RIFT had classes that focused specifically on AOE and it worked because you could level 8 of the classes on each character. The system was built like a WoW - FFXIV hybrid, it was like the only good part of the game. I loved the idea of Scholar, and just AOE classes in general, even though they wouldn't be practical while soloing, they're fun to play in groups. But even these "AOE classes" would have single target abilities as well.
I would agree with all of the people saying that AOE only and Single target only would be terrible. But I think we should try and get away from thinking on the extremes. The current classes should have it mixed up, and down the line when they make advanced jobs or whatever, they can play with ideas like FFXI Scholar or RIFT Stormcaller. They can't really do this with the current system.
dont have time to read through all of these posts. dunno if this has been said yet, but adding -aga type spells would just farther clutter our action bar and limit the amount of spells we could use due to action points. the current toggle system is fine....how hard is it to toggle an AE on or Off, unless your one of those guys who keeps messing up and AE's everything >.>
I do not agree with OP, I have the xbox 360 controller [wired USB] for the PC. It works great! my X button does AOE Toggle, Emote list and battle regimen it does not take up a whole button by its self. Please leave AOE widget how it is. The controller and button assignments is perfect imo.
To me it's less about the button on the control or ease of the widget and more about being able to AoE everything with zero penalty right from the start.
I have actually had this discussion many times with my friends, and I have thought since day 1 the aoe system doesnt work. It makes things way too easy, especially for healers as I would rather have many different healing spells, some unique and some have aoe (higher mp cost, higher enmity).
The idea that turning on aoe does nothing to the spell always seemed idiotic to me. If your going to have an aoe feature and not specific aoe spells than at least make it like in 9 and 6 where turning aoe on halved the potency.
Healing with specific single/aoe spells would make things so much more fun instead of just aoe cure III over and over.
Let me ask a question to ppl who play CON/THM would you ever turn off AOE cure? It makes it VERY hard to balance spells when the same spell can cure 1 person for 600hp or cure 8ppl for 600hp. Nuke 1 mob for 300dmg or nuke 20 mobs for 300dmg, its significantly simpler to have different version of the spells and remove the aoe button. Also this plays into the job uniqiness factor where rather then having certain jobs with access to the aoe versions and even a future battle class mage access to specific aoe versions but not the current blanket style of either the job can AOE everything or nothing. right now its not as apparent of the problems but with a few more mage classes or worse a mixed battle/mage you are going to see the limitations are worse then it would appear now.
Agree. buff spells should have no single target version they should all be AoE.
It's so annoying to cast Protect and only cast it on yourself then being locked out from recasting it for a minute.
Replace protect with protectra, shell with shellra etc etc..
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