Quote Originally Posted by Rutelor View Post
I am trying to look at this objectively, and though I try, I fail to understand where's the "wrong" aspect of it. I have to say from my very first FF game, the fact that you had to spend doubly for spells very few people chose to cast independently seemed somehow bizarre. It only seemed to artificially increase the feeling of complexity, whereas the reality was you needed to cast one gratuitous spell more.

Usually, these spells get combined in a macro and are cast sequentially. Only some players are selective, depending on the foes being fought and cast one or the other. On either of these cases, how is the situation changing by the streamlining decision here? This is one case in which I would say the change seems like better design.

R
The "problem" is this "simplification" actually is becoming a limitation. For the examples you gave above, some people, myself is one liked knowing ok, I'm battling mage only mobs currently or their strengths were spells so Pro wasn't needed. It's an option. Usually you ADD things to a game that are missing not combine and remove them.

Yes, having them combined removes the extra action to a bar or macro in a macro set and no, not all of us used the spell in a macro, once you learned how to use the Con job correctly it wasn't needed that is.

Regardless, if Shell is no longer available, then the patch note shouldn't mention it cause it caused me this morning to go "wtf?" O.o If they are combined fine, w/e, but again, shouldn't mention shell. If it's to be used as someone else pointed out for let's say another mage class or as a Whm only spell, then SAY SOMETHING FFS!

That is the fault of SE currently. The "suspense" or "excitement" of waiting for new things is great EXCEPT, when you leave out the F*&KING DETAILS in the release notes a$$hats!