I can see many complaints n the abolished tiers.. mainly because it most likely means the same graphic for the spell from Lv 1->> 50
If only there was a model viewer to view spell effects ... the JP one was updated last month but doesn't have that functionality as of yet ;/
I'm very interested in traits, maybe some that raise CNJ cure potency to make it more WHMish?
I dunno about this removal of cure tiers and stuff cuz it seems like it might remove some tactical aspects of the game but if the content is designed around it and fits like a glove, I'm fine with it.
Still kinda wish they would have taken out the AoE step on casting. Made playing mage much less intuitive to me, however they did take the AoE button off of cures. I would much rather have actual AoE spells and single target spells, but them limiting the amount of actions make this very unlikely. I do think that Cure/Cura/Curaja/Curaga will be what we end up with.
They should probably go the WoW route of either having 2-3 strengths of heals that scale in mp, threat, and potency if they are getting rid of these tiers.
Seems they're already halfway there to the WoW route. Might as well just finish it off.
I'm glad they're doing this, streamlining shit down will make it a lot easier to balance shit rather having 50+ actions going all over the place which leads them to missing things.
It also allows for them to more easily balance stats to scale properly and design future potency enhancements under a single formula, instead of having cryptic algorithms all over the place.
I'm surprised that a lot of players are happy with the combo system. People were raging at the possibility of having skills rotation less than a year ago, and that's pretty much what they are giving you now.
I'm not sure if it's because they are fed up with the current systems, or if it's because SE worded it nicely and talked about "combo" (who doesnt like combo), but yeah...
"Rotation" is one of those evil WoW terms like toon, raid, lfg, talents, etc. that shall not be named around this community.
Everything changes if you hide it with the combo system obviously!
I'm very curious to see what all of these new traits are, the way it's described each class is getting 11 traits but are they mostly recycling old ones (ie. will DoW all learn Will to Power I/II) or adding new ones?
Famous last words?
But seriously, folks... I don't expect that this game (or any other) will truly ever be balanced, but I can say that it would be nice if my nerfed-ass ARC could use Doomspike2 right about now.
But maybe the class reforms will give ARC some new toys (or give them their old toys back). A man can hope.
Unlikely. The last system barely had any organization or hierarchy, and balancing something like that is incredibly tough, if not impossible. By giving every classes a specific list, and by boosting specific abilities with a trait, it will be very easy to control "cross class" skills without affecting the main class, or nerf the main class without affecting other people.
Perfect balance is obviously impossible, especially if you take every different situation, but bringing it to a point where most agree it's not a issue should be doable.
Healing spells can be easily remedied. Cure (Quick and small restoration) Cura (Moderate cure and cost) Curaja ("OH CRAP" Cure with quick cast, long recast and lots of restoration/hate) and then keep Curaga for AOE healing. Yoshida has played enough MMO's to know that a healer NEEDS more then one healing trick to function correctly. It just means what you do get now scales in potency based on level rather then just waiting for the next tier. It will also be easier to balance. Furthermore I expect the higher tier cures to be WHM specific. Not to mention we don't know if THM is losing sacrifice and that alone acts as another tier/different style cure. Small cure with HoT properties.
Honestly I expect Yoshida to take these new limitations and use them as an excuse to eliminate certain spells/abilities off current classes and shuffle them over to new class/job combos that come out in 2.0. Give THM 1-2 buff spells that are more "Black Mage" like (Punishing Barbs, MP absorb on damage buff etc), all elemental spells, maybe 1-2 abilities, Sacrifice and a couple situational enfeeble abilities. They then use traits or combos to fill other gaps (like the Elemental DoT) and then add some specific spells/abilities that only the job can use (Ancient Magic etc.) The rest are removed completly and added on another class. Like lets say a hypothetical "Dark" class and give it all those absorb abilities >.>;