My understanding of Bayohne's reply is that we will not have two spells to do the same thing- i.e. an AoE and a single target version. I think they are simply adjusting spells to be just one thing or the other.
Right, which basically means that if you don't want to hit all of the coblyns that are surrounding you, you're going to have to equip Aero I, and Aero II, because Aero II will be AoE, while Aero I isn't. It's the same problem as making Aeroga II ala XI's system. All I want is one version of the spell on my bar. I'm a CON, I get spells of every element, and I don't want my bar gummed up with two spells of the same element in varying strengths just so that I don't aggro every mob in my general vicinity.
If they just made every spell AoE then CON would easily be the most frustrating experience ever, for everyone.
You still need to choose your spell target after activating the spellWell hopefully targetting is done a bit better, with the removal of aoe it should bring back the instant Heal > PT select without confirmation which will make single targetting healing better as AOE Heal will most likely have upped hate due to being its own skill, otherwise i'd be pointless to have a single cure.
Similar situation with AOE Nukes but instead of more hate you hit more targets so works lil differently.
Oh I quite agree with you, if that is what they end up doing. However I'm still not sure that they will implement Offensive spells in that way... at least I hope not.Right, which basically means that if you don't want to hit all of the coblyns that are surrounding you, you're going to have to equip Aero I, and Aero II, because Aero II will be AoE, while Aero I isn't. It's the same problem as making Aeroga II ala XI's system. All I want is one version of the spell on my bar. I'm a CON, I get spells of every element, and I don't want my bar gummed up with two spells of the same element in varying strengths just so that I don't aggro every mob in my general vicinity.
If they just made every spell AoE then CON would easily be the most frustrating experience ever, for everyone.
Well as I previously stated I personally think they will do this:
"I see all Defensive spells (Cure, Protect, Shell, Stoneskin, Shockspikes etc) being made automatically AoE and all Offensive spells (nukes, absorbs and crowd control spells) being made automatically single target only. The only exception I can think of would be Raise/Resurrect which should stay as single target.
I can live with this (although I had no problem with the AoE toggle in the first place and am slightly sad to see it taken away), but hate generation for Defensive spells for mages should pull less hate than they do at the moment. Timers on Crowd Control spells should be adjusted down for spells like Sleep especially. That's my opinion anyway."
Meaning that I think to get around it they will make all nuking spells single target only. I know some mobs are grouped together in leves so for CON this will be a PITA, but a lot of people hate the fact that outside of leves at the moment they accidently catch adds with spells outside of the main mob being targeted by the party and losing SP etc.
I'm not saying that I agree with this, but this is personally how I see them initially adjusting spells.
Of course it is just speculation![]()
Aww, that's just boring but oh well, I've got used to it in Aion.I prodded for some more details about the system to hopefully give you guys a better understanding at what the current plan is. The current policy of allowing spells to be cast both as an individual-target and AoE will be done away with. During the armoury system improvements spells will be evaluated and determined whether they will be an individual target spell or an AoE spell on a case by case basis.
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wait. That's the main reason on why I said it's boring!
Dont remove offensive AOE nukes for the sake of people not being able to control aoe, that would piss me off and just reduce the game even more.
When at Broken Water with the 100 other people doing the same leve, and lagging out because our mobs all pop in the same place ( or because someone is just running round spawning all their mobs before they go back and kill them) removing the additional action of Z on Z off is a great move in my book!
Thank you Dev team!
Hi All (and Thanks Bayohne for the clarification!)I prodded for some more details about the system to hopefully give you guys a better understanding at what the current plan is. The current policy of allowing spells to be cast both as an individual-target and AoE will be done away with. During the armoury system improvements spells will be evaluated and determined whether they will be an individual target spell or an AoE spell on a case by case basis.,
There are definitely pros and cons to both systems, but one thing that this could do is allow Spells to have more unique characteristics.
I know the argument right now for many is "Well Cure II (w/ AOE Toggle) = Curaga, it just takes an extra slot now." That may be true but other types of attacks / skills are separated this way currently in various games.
For example, in most FPS games, there's a:
* Hand Pistol - Single Target
* Shotgun - Spread Shot, Short Distance, Massive Damage
* Rocket Launcher - Huge AOE, Big Damage
Would it be nice to have a Hand Pistol with an AOE Toggle, to hit 1 Enemy, or All Enemies in an AOE Cone? Sure. Would it be nice to have a Rocket Launcher that was Single Target and did massive damage to a Single Target with No Splash Damage? Or Toggle it to be AOE? Sure.
But that's what makes the Hand Pistol, or the Shotgun, or the Rocket Launcher what it is.
Same for Gladiator Weaponskills like Red Lotus (Single Target) vs. Circle Slash (AOE) vs. Luminous Spire (Hits 1 Target, AOE Blind). Would it be nice to AOE Toggle Red Lotus or any Weaponskill whenever you want to? Sure.
I think having these differences (without AOE Toggle) is what might make the Mages feel more unique, with different spells. Let's say, Cure I, II, will be Single Target, but, say a new Spell, White Wind is a curative spell that heals everyone in an area for an amount inbetween Cure I and II (so a 1.5 level of strength). That's the inherent quality and uniqueness of "White Wind" then.
Now, we can only hope that the Battle Team has more interesting effects / augmentations than just making 1 spell Single Target, and 1 spell AOE. But like the examples above, I can see why they want to do away with the toggle. I'm fine with either system, but let's see what the changes are to all the Mage Spells before we go crucifying the team.
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