Quote Originally Posted by Jinrya-Geki View Post
These limitations on Disciple of magic of 15 abilities needs to be removed. If conjurers want to solo, they should have to cross-class spells from Thm. Party play > Solo.

Why was this terrible idea done? Seriously I want a valid reason to why:

Disciple of Magic have 15 abilities?
Because every single class has 15 abilities, all classes are made equal in that regard! It's a design choice, there is no particular need for DoM to have more abilities than DoW.

Quote Originally Posted by Jinrya-Geki View Post
Why solo play took priority of party play?
I cannot given an answer to that given I do not think that holds true, sorry. You could tell me why you think it does, though.

Quote Originally Posted by Jinrya-Geki View Post
Why the wheel was split?
Presumably, they wanted each mage to have sufficient offensive abilities of their own, and did not want any single element to be present on more than one mage. So thus, the elements were split between mages.

Quote Originally Posted by Jinrya-Geki View Post
Why Fire/Ice aren't as good Thunder line when you limited us to 15 spells?
They are! Just every bit as good as thunder, I'd say! In their particular roles. For diminished damaged, Fire gains AoE and it's just as good at AoE damage as Thunder is good in ST damage (Thunder-level damage to an AoE would be overpowered), Blizzard exchanges damage for enfeebling statuses and in Blizarra's case instant cast. Blizzard is as good at enfeebling as Thunder is good at dealing damage! They have very distinct roles and are equally proficient, in their own roles.

Quote Originally Posted by Jinrya-Geki View Post
Why the ancient magics spells suck at DD. (Freezes needs upped damage, and Flare not be self aoe. Burst could be better for a 15 minute ability.)
I think it's consensus that Burst is excessively underwhelming, that one I cannot excuse but i've no experience with it. However, you need to reavail your concepts, Freeze is not a direct DD spell, but it increases your DPS considerably by reducing your enmity by a large amount. Like the rest of the Blizzard spells it's a utility, not a raw damage, spell and from what I gather it's incredibly powerful at it's role, utility and 'buff'. Flare, presumably, has an extremely high amount of damage for an AoE, so instead of paying with damage for the AoE it instead pays with target restriction.

Quote Originally Posted by Jinrya-Geki View Post
Why does Holy suck for all you MP?
Presumably, because White Mage is not supposed to have that powerful of a spell. Seriously, for that much power and instant cast for a job that's certainly not meant to deal damage, why, it's a suitable price. What other price would you suggest?

Quote Originally Posted by Jinrya-Geki View Post
Why did you make enfeebles useless? Stack all the pity you want after the first use of any enfeeble it's useless.
Presumably so cheap tactics like 'stunlocking' aren't usable and so that 'trench battles' become an uphill challange, making the playerbase shy away from excessively long, drawn-out battles and adding a more dynamic element to battle. Wether they implemented that correctly or failed at it, I cannot say, but it's possible to discern the intent of it.