Thank you for the feedback. (*´∀`*) ~♥
To go over your points:
• Focusing on highly mobile gameplay? Do you mean Tailwind, Ardor of the Green, and Emerald Tempest? Or maybe because the filler is only 1.5 second long? I was actually worried the 2.5 second cast times on the stronger spells might be too long for the games current design.
• I was worried about the buff ranges but wasn't sure. Maybe I can increase it to 30-yalms like AST? Maybe 50-yalms like BRD? Or make it just flat out affect every party member regardless of distance?
• By "resource management" do you mean the Green Mana? Would allowing people to hold 60 or higher help make management more tolerable? I had originally thought of making it 100 but was actually worried it would make things too easy/boring.
• I can see that about the Embrace of the Green abilities, I made them last minute during the final stretch and was more set on making skills with those names but made them more flash then substance I think. The general idea is that you use Dell of the Dreamer for AoE situations and Fleeting Familiar for single-target.
• This design made me notice quiet a few of my job designs involve placing debuffs/stacks on enemies. I never played DRS, is it the number of debuffs an enemy can hold or is there a mechanic in the fight that makes it impossible for debuffs? I was worried about the enemy's debuff number and though about making Seeds a resource you carry but thought seeds being planted on enemies was more on theme.
• I really didn't want a true rotation for the Green Mana buffs. I wanted the user to be able to have some choice on whether to start with Faith or Bravery depending on the party (granted, I don't think a Magic-heavy party goes with the more melee-centric meta but still, choices).
• Is it the effect of the "...of the Green" spells that step too much on BRD's toes or just because there's three?
• Yeah, I did make Focus of the Green just to facility Wrath in the opener. Maybe I could tone done Focus of the Green and make it so you just start out with max Green Mana when you start an instance?
• For overcapping on Green Mana, maybe I could make Ardor of the Green more spammable? Like get rid of the cooldown but make it so you need a higher amount of Green Mana to use it (in addition to increasing the Green Mana gauge to like 100)?