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Cures/Buffs - Automatic Area of EffectFollow

#1 Feb 02 2011 at 12:16 PM Rating: Good
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I see no reason why Cures and Buffs could not be automatically Area of Effect at all times.

There is no penalty to MP cost for the AoE version of spells. There are no instances (so far) where a nearby player would not want to recieve a buff or cure.

Toggling AoE on for Cures, then off for offensive spells in a crowded area, than on to cure again, requires complicated macro sets when using a controller.

Another option is for Cures and Buffs to be on a separate AoE toggle then offensive spells. I would then leave the AoE toggle on for cures and buffs. For offensive spells, I could then focus solely on nearby mobs that may be hit with AoE, and toggle respectively.

Cure Macro:

/aoe on
/ac "Cure II" <st>
/aoe off

This allows me to select a traget for AoE cures but not have the next offensive spell be AoE. This is not ideal when I WANT the next spell to be AoE. Then I have to go tggle it back on between after cures.

Implementing a AoE toggle for controllers, the commands <stnpc> and <stpc> and having Cure and Buffs auto-AoE would be perfect. Following up on the promise to make players targtable through the party list would also be helpful.

Edit: The bolded text seems to be a more prudent option, considering the feedback thus far.

Edited, Feb 3rd 2011 2:02pm by RufuSwho
#2 Feb 02 2011 at 12:26 PM Rating: Excellent
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I would rather make it so there would be a reason to use the single target cure, than make it irrelevant altogether. This game's combat needs more strategy and right now the only strategy is always "use AoE cure".
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#3 Feb 02 2011 at 2:15 PM Rating: Excellent
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Hyanmen wrote:
I would rather make it so there would be a reason to use the single target cure, than make it irrelevant altogether. This game's combat needs more strategy and right now the only strategy is always "use AoE cure".

Yeah same here. Sometimes I toggle AoE off while curing just to keep me on my toes a bit more. So no I wouldn't want cures to be auto-AoE. XD
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#4 Feb 02 2011 at 2:36 PM Rating: Good
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I am not sure what strategy you are referring to? In what way do single target cures add to strategy?
#5 Feb 02 2011 at 3:23 PM Rating: Good
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They don't; which is the point. They should.
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#6 Feb 02 2011 at 3:59 PM Rating: Good
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In what way? I would like to hear a suggestion. I took some time to support my idea with details.

How do you expect someone to put in hours and hours of coding to implement your idea if you can't be bothered to spend 5 minutes to explain it?
#7 Feb 02 2011 at 4:10 PM Rating: Good
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How do you expect someone to put in hours and hours of coding to implement your idea if you can't be bothered to spend 5 minutes to explain it?


I've already sent my suggestion through the official SE site. So don't worry about that.

There has to be a choice. Either single target cure needs to excel in some situations over the AoE cure, or the AoE cure needs to be balanced in a way that the current single target cure becomes more appealing choice to pick as-is. Costs more MP, Cures for less per person, longer recast etc.

Edited, Feb 3rd 2011 1:11am by Hyanmen
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#8 Feb 02 2011 at 4:53 PM Rating: Good
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Hyanmen wrote:
Quote:
How do you expect someone to put in hours and hours of coding to implement your idea if you can't be bothered to spend 5 minutes to explain it?


I've already sent my suggestion through the official SE site. So don't worry about that.

There has to be a choice. Either single target cure needs to excel in some situations over the AoE cure, or the AoE cure needs to be balanced in a way that the current single target cure becomes more appealing choice to pick as-is. Costs more MP, Cures for less per person, longer recast etc.

Edited, Feb 3rd 2011 1:11am by Hyanmen


I like the OP's easy fix until they have time to really dive into more changes. Simply put heals and buffs on a separate toggle than DD spells. This will have to be implemented to make using a joy stick more appealing and is a necessity for the PS3 release. Otherwise it makes the caster classes much more cumbersome to play with all the time wasted flip flopping from AoE to non-AoE.

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#9 Feb 02 2011 at 6:36 PM Rating: Good
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I don't find it bad switching from AOE to single target with a controller, you just press whatever you've assigned emotes to and it toggles it. That's just my experience though.
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#10 Feb 03 2011 at 12:56 PM Rating: Excellent
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yeah I like the strategy that comes with having to toggle AOE on and off. I think it separates the good casters from the bad.
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#11 Feb 08 2011 at 4:26 PM Rating: Good
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For someone who does both DD and Healing in some party situations (at the same time) I really hate the AoE system .... not only am I hitting enter after every friggin' cast, but feathering in a Z, to not break the Sleep I dropped on an add ><

I would like a static widget, or the ability to set DD preferences (via static widget) ... everyone has already mentioned that there is zero point in not having AoE enabled for Healing/Buffing.

Edited, Feb 8th 2011 5:27pm by SpelunkerOne
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#12 Feb 08 2011 at 5:34 PM Rating: Good
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Olorinus the Vile wrote:
yeah I like the strategy that comes with having to toggle AOE on and off. I think it separates the good casters from the bad.
So in FFXI, it was MP efficiency, now in FFXIV, it's AoE toggle-ability?

Sorry, just found it kind of funny for some reason.
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#13 Feb 08 2011 at 6:05 PM Rating: Good
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yeah, there is that... MP efficiency is still an issue but less so than in XI, that's for sure. Mostly it is about not forgetting to siphon and use tranquility etc.
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

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