Even leaving Blizzard 2/Freeze completely alone, or making Blizzard 2 into an aoe which upgrades directly into Freeze at 35, I would still definitely give F2 the same cast time and MP cost as F1 (in addition to making it grant full AF stacks somewhere around level 68) so that the calculus of which to use on multiple targets at lower levels is more straightforward.
Right now, I'm pretty sure that Freeze is a better recovery tool than Blizzard 3 because of the umbral heart it gives you - you end up with one fewer F4 in your first post-death astral cycle but it's better than sitting through a long-cast Blizzard 3 and then casting Blizzard 4 for only +2 umbral hearts (and therefore a gain of only one extra fire spell, rather than effectively two where one is Despair). Given the 80 potency, a UI3-granting Blizzard 2 probably wouldn't make for a better recovery tool than hardcast or swiftcast B3, so it'd be relegated to the relatively rare but not nonexistent case of "you're doing your AoE rotation and have just cast Freeze but don't have a Polyglot or Thundercloud proc up."
This isn't about creating options for every niche case, but for giving each spell on our bars some kind of use. Use of Fire 2 to swap into AF3 without costing any MP is an obvious one, and I've already explained why simply replacing Fire 2 with Flare isn't possible.
You still seem confused as to what I am proposing and why. "Use Fire 2 until a certain percentage of MP where we Flare" is how our pre-68 AoE rotation goes, and is specifically the example I used to demonstrate why a buffed Fire 2 would obviate Freeze spam during the level range at which Freeze spam predominates. Our level 80 rotation doesn't need to use Fire 2 as filler/primary damage dealer with Flare as an exclusive finisher; the Freeze, Fire 3, Flare, Flare, Freeze, Fire 3, Flare, Flare... cycle works very well.
The only problem with our AoE, and it's a problem that a buff to Fire 2 would neatly solve, is that on a specific number of enemies which isn't at all obvious from spell tooltips casting Fire 3 becomes a damage loss. A Fire 2 which also maximizes your AF3 stacks would solve this, and in a way that isn't redundant with any other spells because it could do this at no MP cost. Flare cannot and should not be able to do that for the same reason that Despair shouldn't be able to replace Fire 3 for swapping on single target - this would both obviate classic, well-established spells and also constitute a substantial damage buff to AoE in the former case and single target in the latter.
Incidentally, "feel bad" is your phrase, not mine, so I don't know why you're putting it in scare quotes. Casting weaker transition spells in preparation for more powerful marquee spells is, in fact, what makes BLM feel good to play. It doesn't "feel bad" to cast Fire 3 on three or four targets before casting Flare on them.
This is a lie. I said I was prepared to have a particular spell fall out of use for a stretch of levels so long as it was useful long-term, but would prefer to change that spell so it was always useful for as long as you had it (in Freeze's case, by simply having it always cost 0 MP by default).And now you're trying to use the line "confusing examples" between mid- and end-level rotations when you literally said you don't care what our rotation becomes at mid-level? Reads like backpedaling to me.
The tooltips are misleading, but the spells are clearly being used primarily as intended because in the several patches since the release of Shadowbringers nothing has substantively changed how Flare and Despair interact with Umbral Ice. I say "primarily" because I don't think that an obscure number-of-enemies breakpoint between using Fire 3 to transition and Flare to transition was ever intended, and if it was intended then it shouldn't have been because it's just too opaque to figure out when you are or aren't supposed to be doing it. (I also don't think Freeze becoming the only AoE spell we use for levels 35-49 was done on purpose, either).You've repeatedly stated that Flare is working as intended, but the only actual verification of that is... the way things currently work in-game, which is the definition of circular reasoning, and solves nothing when "the way things work" is in direct opposition to "the way their tooltips say they should."
The devs have never said "Flare doesn't actually cost all of your MP, but rather burns a percentage of your MP as a separate effect on cast, which is why it's unaffected by Aspect Mastery" -- no, Flare lists "all" of your MP as the Cost, and if that's the intended effect then that should be a corrected tooltip that needs fixing yesterday.
Either things aren't working as intended because they defy the tooltips, or the tooltips are wrong and players are using spells in unintended ways, and I have zero reason to trust another player pushing their own agenda to tell me it's the latter.
I have no problem with buffing B2 and F2 for the leveling process, but if they're still phased out by end-game, they don't need to exist in end-game. A trait upgrade will not only allow them to live on in spirit, but save us bar space and/or the trouble of going back into our A&T menu whenever we level sync. Don't overcomplicate it.


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