I don't see why people are all up in arms over having too many unused options in their spell list. Oh no, it takes too long to scroll through! Better if they didn't exist! (These are the same kind of people who think that Marvel vs. Capcom 2 would be better if it had 10 characters instead of 56 because balance, as if having extra unwanted options is somehow bad.)
That being said, this entire line of argument is a colossal waste of time for Yoshida-era XIV in particular; given that spells and abilities are grudgingly meted out (ESPECIALLY compared to XI), the chances of an enormous list of useless abilities are remote.
It's my bad, I figured BG actually had good players discussing how to play the games most efficient, at least that's what I used to remember the FFXI part being about. Oh how those days seem to be long gone.
But you're definitely right, this forum is no better than any random MMORPGs official forum. Lesson learned.
Like Spider Dan said, bottom line is they are limiting the amount of actions you can set so each spell/ability needs to be good. We already seen this with 1.0 vs 1.23+ so it's waste of time to argue about it. Sorry dudes, no stonega II for yooo
I would say if you're standing around with nothing to do because you've done everything else you could possible do in regards to healing, banishing IS more efficient (even if it's insanely minor...but hey insanely minor improvements IS the epitome of FFXI).
But, really, your whole post is just one bigas no one can imagine someone saying something is generally fun must mean are talking about efficiency.
Also who could possibly want 10 effective spells when you could have 50 spells that basically do the same thing worse!
Yeah I'm so confused... back in the day I would do monk parties and I'd have to switch to a MND set to nuke the ghosts so we could be more efficient... I would say that banish is probably the most worthless spell but did have very limited situational use.
Then you look at flash, obviously a whm wouldn't need that so if we're talking about paring down spells that would be quick to go. But I liked using flash when the nin's shadow dropped or with really good PLD tanks once their flash wore. I also really liked the ~na spells because it made the game more tactical, at the begining of an exp session I would have to make sure my macros were set to the right spell based on what we were fighting -- and when I got erase it felt more special. That was probably the only time I used text commands /ma "poisona" <whoever> when we pulled something I didn't currently have a macro for.
So its like back then I found those mechanics interesting, it took skill to play the game because you had a lot of tools to play with and needed a fair amount of knowledge. But now for FFXIV its a more modern approach so I guess it makes sense there would be less options. To me it just feels like the difficulty is in placement, timing and having enough gear to reach cap, although I'll be excited to see how beta plays![]()
Not necesserily. Most games has several spells, very usefull but also very limited, such as WHM Flash in your example. WoW has several spells which are used on maybe 5% of the bosses, but those bosses would be impossible without it. As a warrior tank I had maybe 20-30 (been 2 years) on my skillbars, but out of those only 7-10ish was used frequently.
Nevermind just being useless, in FFXI they also cost you money. When I levelled BLM, I simply did not buy spells I knew I was never going to use if they were over like, 2k. Lv 1-75 you could easily drop a lot of coin on spells you would never use while levelling, let alone at cap. So I didn't. This was anathema to some, who had to Get Them All, regardless of whether they'd ever be used or not. I never understood it, though.
Even in a current MMO system, its plenty of situations that come up which will make spells you don't normally use, more effective (not completely useless). Maybe not a lot in end game raiding but even in raiding its times where the most damaging spell is not needed at that time (just overkill for adds). Outside of End Game its plenty of times when a lower tier spell or lesser effective spells become useful, especially in PvP too.
I don't see the point in making spells not usable (or limiting it) just because it's not the most damaging spell in end game raiding.
I'm just hoping they expand significantly further on the traits system; slowly enhancing and augmenting your current arsenal as part of progression through levels and quests... then add the ability to toggle them.
For example, a high-end BLM quest could reward you with a single trait that gives Fire/Fira/Firaga a chance to inflict Burn.
Another example, a high-end BRD quest could reward you with a trait that adds HP regen to Paeon of War.
There's no need for five versions of the same element, single target spell. If they want to add some variation in the elements, they should add different secondary effects or combo passives. Don't add a new spell, Fix the spell you have and update the spells visuals.
Blm was my very first job and I started playing at release so I had a lot of experience on blm. I was one of those blms that had to get every single spell, also not knowing which spells would be most effective or not (not thinking or even knowing about endgame). I have to say though I used every single spell. Whether it was bcnms at very different level caps (30,40,50,60), tractoring a friend that died in a bad spot, party play (magic burst AM1's for example), endgame, solo at different levels, promy level cap, etc, they all got used. If all you did was endgame then that is probably why a lot of spells didn't get used for you.