Yes, obviously. I mean, if Freeze dealt 750 damage to each target then we could delete every other spell BLM has. This would, you have to admit, cut down on button bloat. However, it would also be bad. The job is much more fun to play when different spells are good for different things and you need to use your memory and analytical spell to determine which one is appropriate when. So, I'm perfectly happy to cut functionality out of some spells to give it to others. That said, my proposal for modifying Fire 2 is strictly a buff - the spell would cast faster and more cheaply and be able to do Fire 3's job on AoE pulls.
First, it's a difference of 1.5 seconds on average potentially a difference of up to 3 seconds. That's quite bad, and, like I said, if you go and do the math - replace 240/2.5s with 0/1.5s - you'll find that it's a dps loss even on three targets to just wait for a mana tick rather than immediately cast an AoE ice spell, even one that only deals 80 potency/target.A difference of a half second is frankly nothing for "recovering", particularly when you consider your MP is continuing to grow in UI or out of phase, and the raw potency you'd be losing over it. You state that B2 would be worse than Freeze for that purpose, but there is no reason to nerf Freeze out of that position -- yet you seem resigned to it.
But I do admit that the need to wait for that first tick on some invisible timer is a (separate) lingering issue, one which affects our single-target as well, which could be resolved a multitude of ways -- those that give instant means to cast B4 and/or Thunder without clipping your MP recovery being chief among them, such as by having your transitional spell generate instant starter MP, or as Shurri has suggested before, just synching the MP tick timer with personal phase alignment rather than server ticks. At the going rate though, with Thundercloud procs drawing out AoE, we already have pretty consistent Polyglot charges every rotation which could at least buy time for MP; don't really need another spammable ice GCD to pace that rotation out, really just 1-2 GCDs in total (... such as the free transitional skill that Aspect Mastery claims we're due).
That said, you seem to be confusing my example of a level 50 AoE rotation (one in which it would actually make sense to use a buffed F2 as a workhorse/filler spell, and in which your umbral phase is low enough on options that you'd probably need B2 as filler) with general/max-level BLM AoE in which, as you say, there are so many things proccing that you're pretty much never strapped for options during the umbral cycle. At level 50, a ranged 80 potency AoE B2 would probably get cast at least once per umbral cycle. At level 80, probably not, unless you were in the weird situation of entering umbral without polyglot or thundercloud. Currently, Freeze fills this extremely marginal role role, but if Freeze cast more slowly and B2 hit a bit harder it could do the same.
It's clearly unintended because unlike Fire 3, Flare eats 2/3rds of our MP and all of our hearts if we try to use it to change from umbral to astral. Also, using Flare to stance change on 3 or 4 targets rather than using F3 (the spell that's traditionally always done it) is a dps loss. It's only a DPS gain on 5 targets by the thinnest of percentages. Does anything in our kit scream "use Flare instead of F3 on five targets" specifically? No.They literally feed us two separate traits at level 68 to make that possible, and it remains one of only 3 spells (with Despair) that gives AF3, so how can you say that's "clearly unintended"? If the devs wanted Flare to be purely a finisher move, they would have had it go the way of Despair long ago and barred its use during Umbral Ice -- and then we would never have noticed that Flare is the weird exception to nearly every phase-crossing nuance of our rotation.
Umbral Hearts are fundamentally designed to reduce Fire spell costs during Astral Fire, which is why you don't lose any for popping Fire 3 during UI phase -- but Flare is the sole exception to that, consuming them even in Umbral Ice.
Aspect Mastery is designed to remove the cost of transitioning between phases, which lets us squeeze that little more damage out of AF phase in single-target -- but Flare is the sole exception to that, too, continuing to have the same cost (even up to all of our MP) regardless.
If anything seems "clearly unintended," I would think it would be the lack of consistency in our core mechanics, particularly the ones they've added each expansion.
Remember, Improved Umbral Heart dates back to Stormblood. As far as I'm aware, it was never correct to use Flare to swap aspects back then - your AoE rotation, leaving T4s and Fouls aside for a moment, was F3 Flare Flare B3 B4. F2 was actually a damage gain on something dumb like 11+ targets, though I forget the specifics. It might have been optimal to leave out F3, but in that case you'd be using Transpose to cast a "warm flare" followed by a hot flare - Flare's swapping/refreshing AF3 is pure downside/aesthetic consistency, not utility.
To reiterate, I don't think you're correct that Flare works inconsistently with Aspect Mastery (well, technically it does since Aspect Mastery should affect its MP minimum, though this is a minor issue) - this is a phrasing/tooltip translation issue. The game should just specify that Flare/Despair have an MP cost (800, unaffected by any traits) and then a on-hit effect (a truckload of damage, but also the incineration of all remaining MP).
This is like complaining that it's lame to be forced to cast the wet noodle that is Fire 3 in order to swap to astral mode, or the wet noodle that is Fire 1 in order to maintain AF3 in the middle of your cycle. In a way, it is lame to have to use weaker, more basic spells in order to set the stage for stronger and flashier spells. However, it's also the heart of BLM's design and gameplay challenge.And it's any less lame to be forced to cast the wet noodle that is Fire 2 at its absolute crappiest, for a job it already shares with two other spells?
Why do you think that level of redundancy and additional bloat would feel any better for the kit, than having us exclusively use our most powerful AoEs -- Flare, Freeze, Foul and T4 -- to call down disaster and do the jobs they do best?
You could retool BLM so that the only two spells it has are Xeno and Foul, and just tweak the potencies on those so that they equal the average potency of a BLM doing their single target or AoE rotations under the current regime, and then we'd get to cast our strongest spells all the time! Wowee! But be careful what you wish for.
No, this doesn't work, because the current round of still-alive enemies are on low HP but the next round is going to come in fresh and need to be hit hard. If you flare these guys it'll be overkill, and then you'll find yourself in umbral mode and having to swap back to astral (maybe even waiting for a mana tick if you have no procs and want to flare immediately rather than swap back with F3) before you can start actually outputting max damage. Because you received an (extremely advantageous) sidegrade rather than an upgrade, you have lost options.Well in such a fictitious scenario that fits your oddly specific narrative, it's probably a DPS check which a good player would most likely have prepped Umbral Hearts or saved cooldowns for, including Swift/Triplecast and Manafont.
Unless you didn't mean that Flare is supposed to be a big, powerful add-finishing move after all? Since "we need adds dead, NOW" seems exactly the scenario Flare is made for in your mind?
Well, in that case -- and here's my favorite part! -- you could still get more potency out of Cold Flare than AF3'd Fire 2. Even with your upgrades.
It actually does if, by leveling up and learning new magic, you somehow lose options you had before. For instance, here's a button consolidation idea: imagine if Scathe ugpraded into Xenoglossy when you had a Polyglot proc? Match made in heaven, right? ...unless you want to, say, instantly knock away a bomb or otherwise "pop" a target that only requires a single hit while saving your Xeno for the actual boss.That isn't at all the reason F2 is still on our bar, and you know it. For those of us who didn't throw it aside long ago, it only remains for the purposes of level syncing -- which goes back to my original suggestion of having it upgrade!
I do not know how else to say this to you:
It. Doesn't. Matter. If Flare consumes all your MP and Fire 2 doesn't.
So long as Flare amounts to at least a sidegrade, to the point of Fire 2's exclusion (such as, oh, the present reality), it could easily be treated as a functional upgrade -- there is zero rule imposed upon the devs that says every replaced ID needs to be a strict "X becomes X+1" bonus, and you literally showed Bio II as a precedent for such accepted behavior on their drawing board.
If I seemed hostile earlier, it's because to my eyes, the only one imposing such a narrow-minded limitation on the definition of "advancement" is you.
Now, if Scathe were to be literally deleted entirely, I wouldn't shed a tear. But for Scathe to randomly become unavailable as part of a putative upgrade would be very bad.