As one of the supporters to remove the AoE toggle, I absolutely agree. The clunkiness and the generic design of everything being AoE yes/no contributes to a lot of lazy gameplay and a bunch of OP mages who can just AoE the crap out of everything. No strategy, no critical decision making, no challenge, just lol-AoE button mashing (if you played a caster in WoW-WotLK, you know what I'm talking about).
With the introduction of jobs and the release of 1.18 being delayed, I get the feeling that the devs may be completely rewriting the CON and THM spellbooks. It won't just be every spell we have now split into single/AoE versions. I'm thinking unique names with more single-target only, and just a few AoE's. I would much prefer this over what we have now.
If this is what they have in mind, keeping the toggle would have made no sense.
Kindred - www.kindredlinkshell.com • My XIVPad - http://www.xivpads.com/?profile/1592...onsong/balmung
Again, this is an issue of MP cost/hate/damage spread balancing, and not an issue with the toggle itself.
If spells cost more to AoE, then people wouldn't AoE cure when unnecessary. If spells drew in more hate when in AoE, then we DEFINITELY wouldn't be AoE curing all of the time (because we'd be dead). If the amount healed were decreased, then AoE curing would only be useful if the mob casts an AoE attack/spell, or special situations.
As for AoE attack, the same could be applied, but I think people are generally smarter about using AoE spells, considering they don't want to aggro the 5 coblyns that are surrounding their leve targets (though when people get stupid and don't toggle it off, then die, they come here and whine in this thread).
You still make no points for why TOGGLE is the cause of this issue, or how removing it would change anything. It would carry over into AoE specific spells just the same.
So are you're saying that it's makes people lazy to use the AoE on/off button and switching when needed depending on the circumstances of the fight? Yet you said your very first post:
Which is basically saying that you don't like the AoE because you feel its unnecessary to take one little extra step to hit said button? Isn't that a bit hypocritical? Its lazy if people want to use it, but its not lazy if people think it is inconvenient to take the extra step to use it?
Also there is a time to use AoE and a time to not use AoE depending on the circumstances, taking away toggle and adding in extra spells to do the same thing that toggle does will not change this. If people can't use the toggle and learn when and when not to use AoE, people will have to learn it with their spells anyway. Now people will just have to add more spells and equip said spells and make sure they are hitting the right spell etc... instead of hitting one little simple button.
I'm just a bun boy, doing bun boy things.
What if there is a complete rewrite of the spellbook and there is no single-target counterpart?
Not hypocritical at all because it promotes laziness on both sides. Having to confirm/toggle at every spell creates redundancy and frustration. You look for the most efficient route and minimal amount of button presses, which is to just keep the AoE on and button mash. This contributes to laziness and lack of decision making. And why shouldn't you play this way if there is no enmity/MP penalty?
Last edited by Rowyne; 06-24-2011 at 09:06 AM.
Kindred - www.kindredlinkshell.com • My XIVPad - http://www.xivpads.com/?profile/1592...onsong/balmung
Refer to my post in response to Rowyne to see why your point is moot.
Then this is how cure would work? I don't see what you're getting at. If cure is an AoE spell, then it's an AoE spell. It doesn't hurt anybody. It makes it so there's no point in having a healing focused CON, which is great, because it would encourage multitasking as a CON, and focus healing as a WHM (which would probably get buffs/extra spells to make it better specialized). CON functions just fine when it isn't being pigeon-holed into a healing/DD role, and auto-AoEing cure would only serve to support it. Same goes for THM and Sacrifice.
With the way spells are balanced now it makes sense to keep Cure AoE if all you're doing is supporting, however if you keep AoE toggled when you're playing jack of all trades CON, you're going to be in a lot of trouble when you start pulling an entire room of mobs in the Mines. The only people that do this aren't paying attention to what they're doing, and removing toggle would not change that. They'd still end up hitting the wrong macros/actions, because they're inattentive. Again, not a problem with the toggle, but a problem with the player, and a problem with spell balance (which is all you guys seem to go on about, as if it were AoE toggle's fault that MP balance and hate are messed up).
Last edited by Tsuga; 06-24-2011 at 09:12 AM.
I don't feel that it creates redundancy and frustration. I believe that creating a spell that can be both single target and AoE is very smart. A player has less spells that they have to deal with, less ability's that they have to scroll though looking for said spells and less items to try and fit on their bar seeing that:
Cure = AoE and Single target = 1 slot = more space for additional abilities.
Cure and Curega = 2 slots - less space for additional abilities.
Frustration and redundancy to me is looking at my spell list and seeing 20 fire spells because half are single and half are -ga spells for AoE.
Also, I look for the most efficient route that will help my group the best. Keeping AoE on at all times is silly because it only causes problems especially if other mobs are around, and it helps no one because if used improperly it only causes more mobs for the rest of your party and could kill them. AoE should only be used when it is necessary or there are already multi-mobs involved in said fight or if curing a party.
Anyway what honestly is the difference between having one spell that you can toggle by pressing a button or having multi-spells because one has to be single attack and AoE attack. And actually now that I think about it.. why would someone want to get rid of toggle in favor of such a system due to the fact that they hate button mashing? Won't having more spells to have to deal with to get the same effect that the current system has equal more button mashing in the end?
It seems to me that people who just turn on AoE and leave it on because they don't want to hit a button don't know how to properly play using said button... or are just lazy. If that is the issue, that that is not the problem of the people who enjoy and know how to use the toggle function properly.
But it seems that ya'll got your way, as I said, if it ends up even worse I'll just laugh if ya'll start complaining about how you hate the new system because of whatever reason people decide to come up with... and I know someone is gonna make some kinda thread about it when it comes out.
I'm just a bun boy, doing bun boy things.
A simple rebalanced enmity system based on AoE/Single and variable spell costs dependent on which version you use would nip this in but bud for me. I personally don't see the toggle as clunky in the slightest for people, but then again... that is my opinion.
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