I thought the MP cost increase on spells was managable at first, but it made me realize something important...
With the way it's scaling (i'm guessing it's a fixed %), you can cast... lets say cure... 10 times at level 1 before your MP runs out, just as an example. And you can pretty much cast cure the exact same amount of time at level 30... So what's the point? They could have just as easily not increased your MP pool and made everything cost the same amount. Now it's just making any gear with MP+ on it more and more trivial the higher you get, since the bigger your mp pool is at higher levels, the less of an increase those few points of MP make as a whole.
Why would SE choose this sort of thing? What's wrong with Cure just costing 10 MP or so forever? And a new tier of Cure costing more MP then?
What am i missing? It feels to me like it's 1.0 all over again, where MP costs went from a managable 5 MP to something in the range of 70 MP (something high atleast since my MP ran out back then in three casts of Cure) per cast and no one was able to solo anything anymore and healers didnt even want to play as healers anymore due to it :/