Why? Because in a game where the developers are able to design the content how they want, and the strengths and effects of spells, there's not reason to give THM/BLM every element.
BTW, it wasn't really that long ago that it was used, Tactics Advanced (2?) I think BLM only had tiered of Fire/Ice/Lightning.
They could easily develope the content around using Fire/Ice/Lightning, AND that even means, if they want it this way, to have enemies that are not weak or even neutral to all the elements that THM/BLM have access to.
I admit, at first I was really (thunder) struck by the change, but once it dawned on me that THM/BLM would be balanced towards all (or at least most, hopefully) content, it doesn't bother me at all any more. I even prefer it this way now.
And go **** yourself. Insulting me just because I don't agree with you. Only children do that, are you a child?
They should just scrap the wheel for all but "element" type and run all the elemental type enemies elemental weaknesses on a more truthful and/or more cases by case basis. And, no, this would not be "rock, paper, scissors".
They could do things where, hitting robotic/cybernetic enemies take extra damage from lightning, EXCEPT, an occasional one would be insulated allowing him to be neutral/resistant to it or even as far as absorbing it, healing him or making him stronger.
I like the chain for stone/aero too. I was thinking they should do that with all the elements AND also a backwards version, where if you use the aoe one first, then you can chain the single target version to become another aoe.I the only reform I would like to see is more interesting combo options with spells. For example, areo line and stone line are very well made in my opinion. If you don't combo them, you have an AoE, if you don't get it increase the damage and become a single target. Make the two spell of the stone or areo lines function and feel like three spells.


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