Quote Originally Posted by Vaymathias View Post
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.
Nothing I wrote was meant as an insult. Sorry if that's how it came across. All of what I said was only meant to make people, certainly not just you, think about the system in it's current state. Being the best you can be right now means stack Lightning and cast thunder alot. I don't like that people defend this. If you or anyone else has ideas that aren't defending the system as it is now I applaud you.

As for the dev's getting to make a game any way they want, that ship has sailed, they gave us power to call for change, and then asked us to use that power. In every sense they asked us to offer up the frameworks that we wanted to see in the game. I'll be damned if I'm not at the very least going to share my thoughts and opinions. If the devs are on a roll toward what we have now, the unbalance and limited play options, and aren't derailed somehow we're going to end up with a game that is no more than who wears the most thunder+ gear for dmg, str/vit gear for war tank, and a whm and brd hanging out waiting on things to die. If/when I seem condescending or generally negative it's typically because someone came across as defending things as they are, or raged at the idea of change.
Again sorry if it felt that I was intentionally insulting you, I wasn't going for that at all.

I find most of the new mechanics made things somewhat boring and droll. 8 forms of attack on a given class/job no FF (I may be wrong there's some I didn't play, FFT away from the first, crystal chronicles, a couple others) has such a limiting list of abilities. Perhaps I should have gone more to that point than saying that the current system needs to be made so blm has all elements as the only way to make it right. I do believe that having things the way they are is limiting as hell.

The current setup is rock paper scissors. Continuing this and saying we're all good with the most functional way for a blm to work is thunder > thundara > thundaga > thunder > thundara >>> repeat. Say it's not if you want to but let's look at all the content and the suggested tactics for successful fast runs:
Take WAR WHM BRD BLMx5; thunder combo ?????? down; use hate shedding abils as needed and cooling the DPS if needed.

This watered down less than robust design isn't good, and people really shouldn't be defending it. Saying oh I thought it was bad when they did it, I didn't like them taking all the options and simplifying things ... but ... wait ... now that I see it makes a single spell chain all I have to do to win in most instances I think it's awesome.
I don't understand why anyone would want this less complex, system, unless it really is just that for them easier is better.

Whether tactics advance used that system, which I don't doubt, or not, you have to keep in mind what your argument is using as a strength, a gaming system that was geared toward younger players, players where simple is a better approach. Just like the original FF games were geared toward the people playing games at the time, younger, mostly 8~15. Today's market reaches far more but in the case of this game I don't think, I hope that, the target market isn't 8~15. FFs grew up and evolved, became more robust and complex over time just like the people that made up the large part of who was buying/playing those games. Games for the advance, DS, and all the gameboys prior; tactics advance included were geared for younger players.