Quote Originally Posted by _C-a-e-r-i-t-h_ View Post
I'm voting Option 2, but I'd like an Option 1.5. Give us Cure and Curaga, Fire and Firaga, and let those who want to set both the single and the AOE, but also let us hit a toggle to turn one into the other on the fly.

Ie, player Bob might want 1: Cure 2: Curaga 3: Fire 4: Firaga and he'll always remember his action bar is set up like this so please remove the toggle.

Player Malcolm might want 1: Cure 2: Fire, and when he hits Z it turns it into 1: Curaga 2: Firaga. He wants to stick with just those two buttons and have a modifier (Z) for when the situation requires him to AoE his spells or pull them back in to a single target.

Bob doesn't want to deal with toggles. Malcolm wants to use his space economically.

Is there any reason they can't both have it their way?
Quote Originally Posted by Honz View Post
I would stick with the current aoe toggle system if SE made a on screen icon indicating that aoe was either on or off
these are the types of posts i was hoping for. the constructive feedback instead of the destroying a system. there were ways to correct the system without a complete removal of a system that worked.

Quote Originally Posted by Jinko View Post
Option 1, or at least add buffs as AoE only, it's so annoying when you go to cast something like Protect and forget to put AoE on and only hit yourself with the spell. (wasted effort)

Although I don't see why people are against having all spells have AoE version, you aren't supposed to put every spell you own on your action bar, in fact a decent mage will specialise in a certain element anyway.



This is a bad argument IMO, if you are the only mage then perhaps you should consider just healing, sure its boring but if that's what you are there for then you should be specialsing as a healer.

If you want to DD then you should suggest to get another mage for healing.
a few points to look at jinko. if you are the only mage you need at least a single basic attack. you need a few spells. a few debuffs. all the party buffs. all the heals. a few tp moves. chainspell or spiritbind. currently i have around 6 actualy spells in my bar that are attack spells. that's not alot considering most are dot's and i am a r50. poisonII, bioII, diaII, banishII, ScourgeII, and shadowsear are the attack spells i currently have. as a mage you are required to put on dot's whether you are main healer or not.

by doubling the amount of spells you are limiting the mage already. if you double the heals and the buffs alone that is 6 extra spells to equip. that alone gets rid of every attack spell by itself. that removes the idea of having a backup healer in case the main mage dies and requires every mage to be either healer only(which the game does not need at this time) or be a nuker(that kills the mages from being able to backup heal).

anyways feel free to discuss it, but just wanted to bring a few reasons as to why say the post above _C-a-e-r-i-t-h_ had would be more of an option than just destroying a system that works for no actual benefits.