Results 1 to 10 of 117

Hybrid View

  1. #1
    Player
    Crowley's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    88
    Character
    Aliester Crowley
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    AoE needs to be a static widget while in a DoM job. There are only a few situations where I am in single target mode.

    I really want a system that I can nuke without hitting enter of clicking the mob, but also have the ability to switch up my target. Maybe by using the target lock function.
    (1)

  2. #2
    Player
    Choc's Avatar
    Join Date
    Mar 2011
    Posts
    68
    Character
    Choc Semnal
    World
    Cactuar
    Main Class
    Carpenter Lv 22
    I have actually had this discussion many times with my friends, and I have thought since day 1 the aoe system doesnt work. It makes things way too easy, especially for healers as I would rather have many different healing spells, some unique and some have aoe (higher mp cost, higher enmity).

    The idea that turning on aoe does nothing to the spell always seemed idiotic to me. If your going to have an aoe feature and not specific aoe spells than at least make it like in 9 and 6 where turning aoe on halved the potency.

    Healing with specific single/aoe spells would make things so much more fun instead of just aoe cure III over and over.
    (2)

  3. #3
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Choc View Post
    I have actually had this discussion many times with my friends, and I have thought since day 1 the aoe system doesnt work. It makes things way too easy, especially for healers as I would rather have many different healing spells, some unique and some have aoe (higher mp cost, higher enmity).

    The idea that turning on aoe does nothing to the spell always seemed idiotic to me. If your going to have an aoe feature and not specific aoe spells than at least make it like in 9 and 6 where turning aoe on halved the potency.

    Healing with specific single/aoe spells would make things so much more fun instead of just aoe cure III over and over.
    of course it makes it too easy if you only heal. if you want a challenge turn it off and let half your party die then see how fast you get kicked out of a party. a mage does not have healing only as a role in party unless you are main healing an off tank by themselves.
    (1)


    http://crystalknights.guildwork.com/

  4. #4
    Player
    Ava's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    397
    Character
    Ava Faye
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by darkstarpoet1 View Post
    of course it makes it too easy if you only heal. if you want a challenge turn it off and let half your party die then see how fast you get kicked out of a party. a mage does not have healing only as a role in party unless you are main healing an off tank by themselves.
    No offense but this mentality only applies to solo games. In MMORPGs every member of a successful raid has a specific role they need to perform. Generally it's "healer", "dps", or "tank". Sure, healers might have to toss debuffs or buffs up, dps might have to do the same, or possibly offtank in emergencies, and sure tanks might have to do a little dps if they don't have to tank anything at that moment, but everyone has a specific role that the raid leader can rely on.

    Without specific designated roles, you have a situation where nobody is unique and there's little strategy in group content. Healers need to heal first and foremost. DPS should generally be the ones to first apply debuffs, if they fail then the healer can try, but the healer should ideally be just healing.

    Seperating the spells would fix the issue of healers never having to turn AOE off because there is literally no reason to. The feature is utterly useless if you're a healer and if you're a DPS it's just annoying.
    (0)

  5. #5
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Ava View Post
    No offense but this mentality only applies to solo games. In MMORPGs every member of a successful raid has a specific role they need to perform. Generally it's "healer", "dps", or "tank". Sure, healers might have to toss debuffs or buffs up, dps might have to do the same, or possibly offtank in emergencies, and sure tanks might have to do a little dps if they don't have to tank anything at that moment, but everyone has a specific role that the raid leader can rely on.

    Without specific designated roles, you have a situation where nobody is unique and there's little strategy in group content. Healers need to heal first and foremost. DPS should generally be the ones to first apply debuffs, if they fail then the healer can try, but the healer should ideally be just healing.

    Seperating the spells would fix the issue of healers never having to turn AOE off because there is literally no reason to. The feature is utterly useless if you're a healer and if you're a DPS it's just annoying.
    no try getting your mage up and get in a high level party or nm battle. this applies to the roles mages play in THIS game.
    (1)


    http://crystalknights.guildwork.com/

  6. #6
    Player
    Ava's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    397
    Character
    Ava Faye
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by darkstarpoet1 View Post
    no try getting your mage up and get in a high level party or nm battle. this applies to the roles mages play in THIS game.
    And THIS game also has a known broken class system.

    I don't need to be level 50 when the only content in the game right now is bandage solutions for the severe lack of things to do.
    (0)

  7. #7
    Player
    Choc's Avatar
    Join Date
    Mar 2011
    Posts
    68
    Character
    Choc Semnal
    World
    Cactuar
    Main Class
    Carpenter Lv 22
    Quote Originally Posted by darkstarpoet1 View Post
    of course it makes it too easy if you only heal. if you want a challenge turn it off and let half your party die then see how fast you get kicked out of a party. a mage does not have healing only as a role in party unless you are main healing an off tank by themselves.
    Of course my party would die if I turn it off...Why are you trying to comment on your superior skills and acting like nobody else knows how to play? Im not complaining that cure needs to be single target, im saying healing needs to be a little more hands on and actually require some level of thought. Obviously doing only single target cures would be innefficient with the battle system NOW. But why are you even arguing about this? The battle system is crap and is getting changed, thats a fact, people are expressing what they want changed and not how they want people to use the current system.

    I never said that I only heal in a party, I throw up plenty of debuffs and tp attacks as well. I was talking about HEALING not that I cant debuff. If anything I would preferr a set role in a party. Make me a healer only but make it difficult and I would be happy, I know this isnt what people want, but some of us love healing in mmos. Its wayyyyy to easy in this game. Wheres my various healing spells with different costs/cast times/cooldowns etc?

    Honestly why are you claiming everyone doesnt know how to play the class when the common complaint is its too easy.....how does that make any sense?
    (2)
    Last edited by Choc; 05-10-2011 at 02:04 PM.

  8. #8
    Player
    thedevilsjester's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    160
    Character
    Maoilios Tavoularis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Speaking as a controller user, I find that there is no need to remove the AoE toggle to "free up" buttons. I have the AoE toggle set to my Square button (using a PS3 controller), and have never felt that it was a "wasted" button or that its preventing me from setting a more important function to that button.

    I like the idea of AoE specialists, and even like the idea of "aga" spells, however as mentioned this would clutter the skill bars and take precious action points to achieve in any traditional sense.

    Now that doesn't prevent them from being creative, for instance, you start with "Fire" that does not have the ability to AoE, and you later unlock the AoE for that spell, or equip the AoE (Materia!), or some other such device that would enable the AoE toggle for a (or all) spells.

    Quote Originally Posted by Ava View Post
    You people bringing up action points are arguing ONE slot, really? Are you serious? One slot is going to kill it for you?
    Its not just one slot, its one slot for every single AoE skill we have. This would drastically reduce the number of skills we have per bar and is just generally a bad idea.

    Other than "it uses a button I would rather use for something else" there has not been a viable argument for the removal of the AoE toggle UI.

    Your arguments as they stand are about the mechanics of AoE skills, not the toggle. Wanting the AoE skill mechanics to change is something entirely different. I agree that AoE's should cost more MP and/or do less overall damage/heal, take longer to cast, etc...

    None of these require the removal of the toggle UI, just the restructuring of how AoE's work and the cost to toggle. The toggle UI is a great addition to the game and makes using a controller a more enjoyable experience.
    (3)
    Last edited by thedevilsjester; 05-24-2011 at 03:04 AM.

  9. #9
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    9
    Quote Originally Posted by Crowley View Post
    AoE needs to be a static widget while in a DoM job. There are only a few situations where I am in single target mode.

    I disagree. I feel that having the ability to use every spell AOE currently without any penalty is madness. For the most part, playing a mage is mindless. I don't have to pay attention to who is taking damage, amongst other things in battle (who is the one that got poisoned, how much hate is this cure going to pull etc.).
    You can choose any final fantasy title in the series, and find a better system. Whether they take on the FFXI approach; AOE cures are learned a tad later than the single target spell, cost much more mp (approx 3times) and pull a large amount of hate. This would make you think twice about using it, and save it for dire situations. (strategy)

    OR take it back a few years, draw on the old classic system where toggling AOE for your abilities resulted in a significant penalty to magic potency. Cures would cure a lot less hp than the single target, nukes do much less damage etc.

    Either way, I would like to see this touched on eventually.
    (0)

  10. #10
    Player

    Join Date
    Mar 2011
    Posts
    4
    Totally agree with the OP. The difference between buffing and attacking single/multiple targets not only is very tactical, but it also plays a HUGE role in defining classes, ie: the difference between red mage and scholar buffing capabilities in ffxi.
    (0)

Tags for this Thread