Quote Originally Posted by Astryoneus View Post
Ranged/Caster
The playerbase feels Ranged Physical and Casters having close-range AoE (Enchanted Moulinet/Quick Nock/Spread Shot) is a poor design choice. The design mainly affects Frontline and Rival Wing modes, where moving in close-range to use AoE abilities often gets you killed very quickly, especially because it feels like these abilities were added with Frontline in mind.

Examples: Wide Volley for Bard, Grenade Shot for Machinist, a reworked Contre Sixte (on the GCD, gauge cost added) for Red Mage.
After I realized it wasn't just me, I find it funny now how often Black Mage casts their adrenaline rush and then dies. Range is based on the center of the circle and it's a big circle so you have to get pretty close to cast it on a group. Then everyone sees the aoe marker and the Black Mage gets focused while doing their long cast time and can't use medical kit etc until after. I think it's only slightly better for ranged classes with the line attack but the damage is weak and if I get hit with it, I usually have medical kit to use or I wouldn't be in range. And the real best thing about the Black Mage aoe is hitting a bunch of people with the cometeor +25% dmg for iirc 10 seconds debuff anyway, rather than the damage itself.

I certainly wouldn't mind another 10 or 15 yalms on Thunder 2 and Freeze and Foul/Flare. In Frontline Onsal Hakir, we are irrelevant fighting on a node until we move forward and spend our medical kits quickly. Even with our full burst up, we don't usually have enough to burst down non-tank melee players diving into the backlines and our aoe is mostly useless in that backline role. Keeping people from capping nodes with AOE is fun but a niche thing and again you have to run forward for that.