I've not mentioned any change to the GCD characteristics. The cast time change has merely been increased to a 60% increase in cast speed, up from 50%, for symmetry with the more intuitive stack system suggested.
I'm fine with the MP deadzone being lost. Both the current MP values and the more intuitive formations suggesting here go to great care to avoid it. I believe my version simply reaches that goal more comprehensively.
Making the ice spells better at the expense of making F4 worse is horrible. We minimize Ice spells heavily. We only ever cast the one in UI: B4. Increasing B3's potency is an empty gesture beyond the very first cast. You have listed no changes regarding the damage reduction of Fire and Ice.
You will never use more Ice spells than you have to. That was the case and intent, and remains the case and intent. The problem is that the disparity reached breakpoints at which altering your rotation with anything but an earlier Fire cast to maintain AF was inviable. With the disparity decreased, it can now be mathematically worthwhile to tailor your rotation to the circumstances of the fight and your composition, offering Black Mage more flexibility, reduced deviation due to the fights and compositions themselves, and increased skill-gap in perfect performance when playing in more challenging situations (even if skill-gap may now be less obvious among poorer players).In the case that it is removed: We aren't suddenly going to use ice spells. There is no difference in time or cost between the two in spell tiers. Given the choice, we want to cast fire. Fire's bonus would have to be completely removed or reduced to the point of nullification to make it something to consider. Ice and Fire have the same exact cost regarding mobility, so given the choice you never choose Ice.
Moving further towards toolkit imbalance for the sake of toolkit imbalance merely decreases flexibility, options, and upper-level skillgap. It treats performance, where varied by the spells cast rather than solely movement or a lack of unnecessary action delay, only as an absence of punishment, rather than strategy or ingenuity.In the case that it stays: ^^^^^^^ Double down.
You do not need to use Scathe. The option is no more attractive now than previously for any form of proper play. Other means of mobile damage have been buffed just as much as it has. I simply chose not to curb-stomp it further.I will never use Scathe, stop trying to make me!
That is the intent. Nothing is to change about the rotation except that is less punishing to break from ideal rotation, thus granting more rotational options to certain fights to increase higher-level skill-gap and decrease unavoidable deviation.Phase lengths look exactly the same. 7 GCDs + FS in fire, 6-9 seconds in Ice.
Again, the point is to slightly tailor in BLM maximal outputs, which currently make Samurai obsolete outside of one fight or SAM/RDM/NIN/MCH/SCH/AST perfect CD-stacking compositions, while increasing both QoL and available nuance. The point is to reduce BLM by-fight performance deviation.Black mage turret is reduced for no concrete gain.
I am fine with that. All other secondary stats already had this characteristic and would otherwise outperform it past the first rotational safety breakpoint if they'd been appropriately balanced from the start.The UI tick does, however, make Spellspeed a 100% damage gain compared to now though, where it doesn't influence your UI phase at all. It is possible the UI tick will reduce Ice phase further which means more Fire uptime.