That's very true.
I wouldn't be too surprised to see some high attack single or double hit spells next time around. Though, I would also like to see them come with some really good additional effects. Disseverment is an awesome move, but that poison on it makes it so much better. That's a lot of extra damage.
Ending up with Bloody Caress for the 3 hit and HP drain, or Chomp Rush with the 3 hit and 25% slow would be incredibly welcome, as far as I am concerned.
The spells this time were so hit or miss, it's really strange.
Regeneration, Battery Charge, Animating Wail... these spells, imo, are just completely awesome. I mean like I never would have expected awesome. Regeneration is incredibly cheap to set and use, and provides a very good self mid-range regen. I have been loving it. Animating Wail and Battery Charge seem almost too good to be true to me. I've noticed a huge difference since getting 79 and using them, I love it.
Plenilune Embrace is nice, but it still feels a bit MP heavy to me. I haven't used it enough or built for it to really say, though.
Acrid Stream, Cimiscine Discharge, Leafstorm, Demoralizing Roar... these are not quite as good. Honestly, I don't really get it when they add things like this that they know for a fact are almost never going to be used. Maybe I am missing something.
The only thing about them is the additional bonuses, i.e. stats and setting for traits. I am sure they want us to constantly be balancing our spell usefulness with our stat needs and trait desires to try and come to the point we want. I just wish they didn't make some of them so pointless (I'm looking at you Bad Breath for Fast Cast...). We have such a cramped spell list as it is, shoving in another 9 points of spells we won't use for one trait is just mean. I'm praying they decide to be extra nice and let us get 10 point upgrades at 81 and 91. :X
Anyway, I had a thought. They said at vanafest that they wanted to open up our subjob options, which is why dual wield was being considered. They didn't exactly give that to us in the way we wanted, but we did get it. At the same time, we got some other goodies. Haste was going to be a big draw to /whm, and we got that. Refresh was soon going to be a draw to /rdm, we got that (and then some). Even gave us a higher cure and a nice regen, as well as the ability to set double attack (a big draw from /war). It seems they may be aiming that direction, still, giving us ways to put together our job while drawing in some of the nicer benefits we might want from other subjobs... freeing us up.
There are obviously way more reasons to want a sub (like JAs), and that wouldn't just change your mind, but it's an interesting thing. I often don't want to set /war if I can just make double attack while using another sub. If that is their goal, I would love to see what else might come down the line for us to use in the future. Spells and traits that give us the building blocks we need like that would be wonderful.
So, spells like phalanx, or en-spells... maybe an easier erase move... protect/shell... I'd like to see what they end up with. :P
(BTW, they should let us start making job abilities with spell combos. Meditate, yes please. :P)
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~Phoenix / Figaro~ --
Little angel go away,
come again some other day.
The devil has my ear today,
I'll never hear a word you say.