View Full Version : BLU procs in Voidwatch
Sparthos
09-29-2011, 12:33 PM
Can something be done about this?
Nothing spells fun like having to wait on cooldowns because it is impossible to set all the possible procs at once. This leads to a frustrating cycle of setting, waiting and hoping the proc doesn't change because that means yet again another 1min cooldown.
It's annoying and frankly wastes a ton of time making the BLU effectively useless outside procs. An assist perhaps? A periapt that lowers reset timers while in Voidwatch? Something.
Tamoa
09-29-2011, 04:33 PM
100% agree with this. No, 110% agree.
MDenham
09-29-2011, 04:50 PM
100% agree with this. No, 110% agree.Busy applying ascent items to your agreement alignment, I see.
Really, I'd just like to know how it would break the game to just remove that reset penalty from the game entirely. You're already losing time from the act of resetting your spells; I'm pretty sure there doesn't need to be any more penalty than that.
Tamoa
09-29-2011, 05:22 PM
Busy applying ascent items to your agreement alignment, I see.
I lol'd :D
But yeah, something should be done with the reset penalty for blu spells, for voidwatch especially it's such a pain and waste of time.
Helel
09-29-2011, 08:26 PM
Yeah, I'm not really sure why the reset penalty exists. I can't think of any time where I'd be swapping spells in the middle of fighting... and even if I was, so what?
I have a feeling the dev team won't change that though. They should just make all the BLU spells of any given element have a chance to proc, rather than just one. For instance, if the message says ice, then any BLU ice spells should work.
Neisan_Quetz
09-29-2011, 08:33 PM
It's on the blu forums, it was asked and their response was something along the lines of it would make things too easy if there was no penalty etc.
The dev team obviously thought we would become death if we had no penalty for swapping spells. What they didn't realize is that after a certain point, swapping spells completely screws our JTs, or screws us out of haste/refresh/oshit cure, so there's our penalty right there!
Neisan_Quetz
09-29-2011, 08:45 PM
Don't forget they also realized Blu was becoming useful at dealing damage on harder mobs, and we can't have that now can we.
Absolutely not. Trash mobs onry.
Seriha
09-29-2011, 11:45 PM
I'd be content if they narrowed the spell list to a small number of possibilities and told us those spells, ideally none of which being debuffs that could never stick for whatever reason.
Rambus
09-30-2011, 12:02 AM
http://forum.square-enix.com/ffxi/threads/11885-Overall-direction-of-FFXI-and-game-balance
I addressed the issue before but I might as well as add something new to the issue. BLU had 2 spells per element in abyssea.That was a headache on its own when you try to set spells to function. I left off 8-10 points of spells so i could set what i needed to proc and limit changing out. Now void watch has it where a blu is just a leech getting procs. I wish procs died in abyssea and had a different system or just having hard mobs. I hate the carryover from abyssea "only one person on it, the tank on the mob so we kill slowly to get procs." That is not fun. It is not fun being a proc leech. It is not fun stressing over procs.
Then you have SE learning from the abyssea mistake by letting us only have one element per spell, so why did they make a known problem worse? I REALLY want to know what they were thinking when they made the stupid proc system in void watch. SCH has a similar problem with Modus Veritas. For once I would love to see SE to think a head or test something before coming out with it.
Kaisha
09-30-2011, 12:19 AM
Rather than a cooldown, I'd rather just a means of macro'ing spells so I don't waste 1min equipping spells just to have to wait another before being able to use them.
You can equip at least 3 full sets of elemental triggers at 95 along with a couple DD spells on the side. With my experiences in VW, BLU procs hardly come up at all, so you're better off just waiting until something specifically can not be triggered and then swap in spells to try for it. The fights are 30min long, 1min wait won't kill you, unless your group is extremely slow for some reason.
Felren
09-30-2011, 01:38 AM
The proc system in my mind is "ok" as an idea, but it really doesn't seem to be implemented correctly because instead of a fun system its tedious for two reasons.
1. It's so important to proc weaknesses to get drops, you're almost forced to. You're holding the mob usually to get procs instead of damaging it..... this isn't fun.
2. There are too many weaknesses when they could simplify it. Instead of making nearly every spell a proc in a mage's list of spells, they could easily simplify it to where its not tedium to proc.
Why not make the spell proc system based on A. class of magic and B. Element of magic
As in A. Blue magic B. Thunder. At that point if a blue mage lands any thunder elemental spell on the monster, it would trigger weakness. This would go back to around what abyssea is now for blue mage, and would let you set spells to trigger weakness with while not totally annulling your damage capabilities..
I really see this same problem happening with so many things implemented in FFXI. I see good ideas implemented so that they're not fun. Did employees actually go out and test these procs as blue mage?
Rearden
09-30-2011, 02:19 AM
This doesn't even address the sillyness that is random HQ procs never being magic or never being ja/ws
You can do entire fights and never get an HQ magic stagger because every time it cycles it's always ja/ws or vice versa
Hashmalum
09-30-2011, 03:25 PM
Let's be honest, the proc system is basically affirmative action for jobs--a cheap gimmick created to make certain jobs desirable to bring along without making them actually equal. A band-aid fix, something quick and easy that would avoid the hard work of actually improving job balance. In other words, the whole point of the system is to save the dev team work. As such I'm cynical about the chances of it actually getting fixed, because that would take work, and that would negate the whole point.
SpankWustler
09-30-2011, 04:08 PM
Don't worry, folks! They're working on a solution as we speak!
As of the next update, the only Blue Magic proc in Voidwatch will be Mortal Ray.
Sekundes
10-01-2011, 11:09 AM
As far as I know, the current blu procs total 30 spells and 101 set points. You would need 20 more spell slots and 41 more spell points(granted full merits) just to be able to set them all... As it stands, I would rather farm empy pops for a total stranger than do voidwatch on blu.
I'd be happy if enough were removed so that I could just set them all at once. Sure, it'd make me borderline useless for anything other than procing but at least I wouldn't have to reset spells constantly. Here is what I would consider to be a good list:
Thermal Pulse, Blastbomb
Sandspin, Cim. Discharge
Acrid Stream, Cursed Sphere
Reaving Wind, Leafstorm
Infrasonics, Cold Wave
Temporal Shift, Charged Whisker
Actinic Burst, Blank Gaze
Death Ray, Eyes on Me
2 of each element for a total of 16 spells with a total set point cost of 48. Enough to make a blu useless if one sets all of the spells, that is what you all are going for right SE?
As I've always said before, I'm fine by the 1 min cool down, the real problem is the time it takes to set spells. I'd prefer to have several spell sets available and simply go in to the menu and activate a set and then wait a minute rather than literally taking 3 minutes due to taking off old spells and sorting through the ones you need but then realizing you need 1 additional spell point to be able to do that and have to scan quickly for your mistake and then correct it.
While I'd love macros to change spells, I don't see that happening. It'd just be far too clunky. The only possibility I see is make a macro line that would be /bluemagic slot 1 "Headbutt" /bluemagic slot 2 "Winds of promy." ect. It would need a /bluemagic clear to remove all spells and a /bluemagic points which would toss you a system message with how many points are used. Something like "Blue points: 55/60". The purpose would be to make macro sets that would gear certain spells. This would work but if given a choice between sets and this, I'd prefer the sets but it would need at least 5 sets to be usable and I'd really like more.
Shiyo
10-01-2011, 11:14 AM
They should fix modus veritas being a proc, when it has 100% chance to be resisted <_<