At first didn't agree, but then I thought about it...... The removal of the toggle will add possibilities of having Jobs have unique aoe abilities, which I'm all for.. so +1 for removal
At first didn't agree, but then I thought about it...... The removal of the toggle will add possibilities of having Jobs have unique aoe abilities, which I'm all for.. so +1 for removal
My Hopes & Dreams for future Class/Job Implementation ----> http://imgur.com/a/fPpXO#0
SE Please Add Machinist As A Pet Job. Musketeer/Machinist = Puppetmaster With A Gun.
Do you mean WHM and BLM? The only 2 jobs coming atm that would even have an AOE toggle when added? Right now only Thaum and Conj have AOE toggle. Others arent able to aoe spells at all, thus the toggle is not even present for them.
It really would only add the NECESSITY for AoE abilities/spells. It wouldn't change the current system, and with the current system there is nothing stopping the devs from making spells that ARE AoE only. There are plenty of spells/abilities that are not AoE at all, and the toggle just doesn't come up for them.
Removal of the toggle isn't necessary for anything to be added, just takes away from what we all ready have.
Oh you mean like AM, Shadowsear, and other abilities that are specific to jobs? It is already there. Useful tool being removed for no reason.
Originally Posted by GreatLeviathan
Prolly live in their mommy's basement playing the game 23/7.
And this is what get's me worked up in the end. We know they have plans to remove the toggle, but that's it. We don't know the specifics of why, or what other changes are coming along with the toggle removal, so we're left to speculate within the system as it exists today.
I'm not saying that's wrong of us to do, but I just wish the community reps wouldn't just give out little tidbits of information without allowing us to see the bigger picture. We can't just get behind their planned revisions, because we don't have any idea if they'll work or not. And in the context of our current battle system, removal of this toggle is dreadful.
The only thing I'm left to say, as many others have already, is in the example you illustrated, we'll have to set many spells where now I can get by with one, freeing up AP and bar slots for other, equally useful spells to be set.
I do appreciate your optimism, though.
Dear S-E,
Your s#!% has improved, but it's not quite there yet...you might want to see to that.
Thanks.
Umm excuse me?I have. I've said that at least 4 times in this thread already so I'll say it again:
Adjusting the MP cost, hate generated and potency of a spell based on AoE or single-target can be done with AoE toggle. Removing it does not directly address these issues in any way. The purpose of this thread was strictly the removal of AoE toggle, not about adding proper MP cost/hate/potency mechanics to it.
Does it need to be bigger or something? I can totally do that if it needs to be for people to actually read it.
I'm a full time college student and have a part-time job and currently going to summer school.
I do not have time to read through 540 posts to see what you typed. Rude much?
some people cannot see reason. there is nothing about removing aoe toggle that will directly impact any of the gripes people have now. they will still say i hit the wrong spell or the hate is messed up or the mp cost is different.
regardless if they remove it or not these same issues will be there. they will still have to fix them at a later point in time. it would be easier to fix them now by tweaking the system than for them to take 4-6 months to completely redo another system.
http://crystalknights.guildwork.com/
Well that is just no fun. I like the way it is now. Worse, another reason to not even bother playing because of another major change to the fundamental gameplay style is being drastically changed,
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