read the rdm mage minion description.
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read the rdm mage minion description.
Whats with this blue mages need to learn EVERY ability nonsense. This not 11 and it doesn't need to follow suit because 7,9,10,10-2, and 6 had their own unique Blue Mage.
Blue Mages can only learn qualifying abilities in some iterations. That's totally up to yoshi p on what he deems "qualifying".
As to why they can't keep those abilities could be a lore reason or tie into their gauge mechanic.
I just hope they make it a tank.
Here's my two Gil on the matter. Make it so that Blue Mage's abilities tie into a specific Hunting Log. At X kills of a certain enemy, they unlock certain Blue Magic abilities. At incremental increases in kills, the ability levels. Using Primals, for example.
Ifrit: One Kill unlocks, say...Eruption I. Hits one enemy, with decent AOE. At, say...5 kills, it becomes Eruption II, and gains a bit more damage, bit more AOE. 15 Kills, Eruption III, resetting the AOE, but giving it a targeting cone, causing each enemy in the cone to be targeted. Etc.
I really love your concept idea for BLU ! I think the idea for a Melee range support DPS is GREAT!
The Lore aspect and the Thavnarian origins gave me all the feels. I really like the thought you put into that and to their motto which I absolutely love.
I agree that giving it a ton of different abilities is just going to cause a problem, no harm in giving them streamlined abilities that will work and not make them either op or picked dead last.
Though I don't think an AOE heal of White Wind is necessary for them. A self heal or single target heal , sure, but an AOE heal nah.
Also, Now that they added two whole new sword DPS jobs what other weapons do you think would work well for BLU? Cuz I'm totally over swords. :P
I hope BLU gets put into the game one day and that it can come out similar to your concept!! Great work ^_^
Look I don't like Blue Mage but by all means, people want it, let them have it.
But please, one request. Id they get the Blue Magic spell "Blow Up", please make it require a target. Between the rpers and trolls of Balmung I suspect someone would dress Arabic and blow themselves up over and over. It would be in very poor taste. Just keep that skill away, people cant be trusted.
Blue Mage isn't so hard to add, just add default monster spells as auto obtained/quested, and add a blue magic glamour system where you can change the spell animations by hunting for them with a log of some sort but the spells keep the same properties.
Also if it's a tank the LB should be mighty guard.
For example let's see a hypothetical level one spell.
Level 1: Goblin Punch
Description: Does a unaspected attack with a potency of 150.
*player uses hunting log to unlock level 1 blue magic slot spell - ravens claw by hunting for 10 ravens.
*player opens blue magic glamour UI
*player sees level 1 blue magic slot with a description of delivers an attack with a potency of 150, and the current spell equipped. (Goblin punch)
*player clicks on blue magic level 1 slot and a list pops with all glamours unlocked for level 1 blue magic glamours, and sees Goblin Punch blue highlighted because it's equipped.
*player goes down to ravens claw and clicks on it changing the animation of the spell to ravens claw.
It's that simple they add default blue magic like Goblin Punch that isn't currently in game, and let us unlock the iconic ones/and the ones they decide to add in patches this way they follow the game formula, and yet add the hunting aspect without destroying their standards. Heck they could even add some in cash shop for cheap to get extra $$$ for having to make glamours for them.
http://i.imgur.com/R4lhKSz.png
Square Enix's way of saying no
Thanks! It's also one of my concepts I'm currently revamping to work with the new mechanics changes!
To answer a couple of things, I had White Wind as sort of a panic button if/when the healer took a dive. Looking at what I can do with Vercure spam on a RDM though, I'm thinking the goal would be to have it as bigger cooldown so it wouldn't be completely broken.
I'd also agree on the sword thing, although given the Near East vibe that we've gotten from Thavnairian outfits and the FFTA version of BLU using sabers and blades that also match that style, I couldn't really think of anything better, especially with how much of a nuisance it can be to make whips in an MMORPG or any other type of fluid weapon like that. On the other hand, since it'd be a melee dps and the next expansion would most likely bring a tank and a healer, maybe that lingering dread for swords won't be so bad after a couple of years.
I'll gladly add a Blow Up skill when Samurai get a Seppuku ability.
As a thought for the whip as a weapon, FFXIV has one big advantage over most MMOs. Canned animation. They use the same set of motions repeated, so adding a whip might be a little easier than in, say, DCU
They have that for emotes and non-combat classes (all linked with PLD animations), but jobs all have predominantly attack animations exclusive to themselves. The other thing to factor in is not just the character animation, but the motion of the weapon as well.
Also, DCUO has far more canned animation than FFXIV, and what whip animations they do have are based off the generic 1-handed weapon animations.
While I agree with the title of the thread, this is also a prime example of exactly why BLU would not live up to everything the people who are really excited about the idea generally want it to be. What you've described isn't really a blue mage, so much as a feral black mage. It lacks the core element of the class that makes it so entertaining in other titles in the series, in particular FFV.
Blue Mage will, of course, be a tank released in whatever expansion let's us go to Thavnair.
What I mean by canned animation is that each classes attack animations are non-dynamic in terms of timing. Same delay, the same pattern of attacks/swings, etc. (Ex. Auto 1, Down-right. Auto 2, Up-right. Auto 3, thrust). Thus animating both the person and the whip is a bit easier than animating it for a full-fledged dynamic system, with varying timings, etc.
Or they could go the same route that League of Legends did with Thresh, and animate dozens of permutations, but I doubt that. Too time-consuming and difficult.
As to DCUO, I meant that you have things where players are canceling attack into attack
That's what the cutscenes are for and having the Blue Mage learn spells in that fashion. Yes, it's not exactly like it was in past games in the series, but that's not necessarily a bad thing jobs do require a minor degree of adaptation in order to fit within the confines of a new(er) game, lest it fall prey to similar conditions that impeded the production of FFXV according to its director.
Okay, that makes more sense, but I'd still argue that even basic whip animations would still be a can of worms for this game, especially when there are enough options for a static weapon.
True, however at least FFXIV has fluid physics pretty well down, compared to some. As to other weapons, I'm curious as to what you had in mind.
It's a spellcaster that learns new spells by getting hit in the face. If you're getting hit and you're not a tank you're doing it wrong *looks at MNK and SAM*
But in all seriousness, after the success of RDM I am fully behind the team in any conception they have for BLU, be it fully faithful to the series or not. I feel making it a vengeance based tank would be the best way BLU could fit into XIV, however.
I have to agree that the easiest way to put the lore into the job would be to make it a tank, though there were some blu like ff characters that either devoured the enemy to learn the skill or use lancet to do it, personally it would be cool for a colored mage to be a tank, the concept being that they get their power from the aether expended upon them, by monsters, or some other spells(absorption/reduced damage taken, up BLU guage), Obviously, like every job in here the skill list will be limited but they could definately make a caster like tank, Only question is the weapon
The look of the FFV original incarnation of BLU looks very tanky with the huge shoulder pads and blue cape, and sunglasses...hahaha well that would be interesting
Given that I had set it from Thavnair and how Thavnair appears to have that Near Eastern theme, the prime choice was the saber, using a martial style of one hand holding the weapon and another hand placed on a sheath at their opposing hip (almost like Samurai) unless they were to dual-wield sabers. The overall goal for that type of weapon was to have a fighting style matching what you would expect of a swashbuckler or anyone using a sword that would not be as effective with thrusting attacks.
Other options included a scepter (effectively a really ornate club), dual sabers, a even a pole at one point. I did consider the whip though, but kept thinking about what sort of style and animations would be required for it as well as what games I had played that had whips or chains as options and preferred more static alternatives.
Before I posted it to the forums, the concept had a saber and a spell focus that looked like a jeweled buckler, then it was just a jeweled pommelguard and then removed completely.
Once. They learned by getting hit once.
Actually the main reason why I didn't make it a tank was because I never felt like it had enough of a toolkit for tanking. Sure, some examples like White Wind and Mighty Guard (a.k.a. the tank 2-bar Limit Break), but there's really not much more than that. It was also traditionally never that tanky, only being sturdy enough to take just as many hits as any other typical melee job, hence why I kept it to that role and tried providing more support components.
I have to agree that the vast majority of its spell kit was dps related and debuffing, but now with RDM we're starting to get less needy in that department...hmmm
However in terms of a DD caster that RDM didnt fill, we still have room for one that has more debuffing and buffing than straight res/cure so there could still be room for it as a caster DD...
Thing is I would be shocked to see no tank or healer in 5.0. And given what balance we have now, i would just think wed get a ranged physical if we got a dps(like in HW)
if they held onto the thavnair theme id love to see MSTK make that tank slot as well, but after seeing SAM implemented which all classic iterations show it surely had to be a tank, im not entirely certain that theyd have to go with the aesthetic
And besides M barrier, all of MST toolkit was Up DPS with spell sword, so hmmm
Healer would be pretty odd fpr BLU, but it would be funny fo be rewarded for missing a mechanic
If your going with lore. Why not make the job be an experiment in the alchemist guild. All the big names in thavnir <sp> are alchemists. Have them be instanced fights to learn ability anfd infused monster monster abilities into the soulgem. Let them have. Normal sword. Rotation to debuff The mobs and off gcd is monster abilities
Oh, I'm more than convinced that 5.0 will bring a tank and a healer. Not because of the lack of players in those roles, but rather due to a necessity to expand on the variety in both of those roles. I doubt we'd get another dps job that soon, but I'd agree that the next one would likely be something ranged.
As for aesthetic, BLU has a couple it could choose from. The FFV and the FFT versions are probably the most notable, with the BLU of the FFTA series most often being the one I kept thinking of when I worked on that concept. Then again, it could be like SAM and break tradition from past games, which wouldn't necessarily be a bad thing either.
BLU would not be difficult at all to implement. And it would be tank, not DPS.
You obviously wouldn't be able to learn abilities from all monsters, but it could be designed so that you learn abilities from "elite" monsters for lack of a better term. Basically, your class storyline would take you through fights with rare, special monsters that you would learn your abilities from.
In addition to your "core" abilities that would be learned through storyline, they could have a "side list" of abilities similar to the 4.0 role list, where you can learn X amount of abilities from monsters but you can only choose to equip Y amount at any one time.
No, that's not what cutscenes are for. Cutscenes cannot, will not make up for the loss of its quintessential features.
Why be excited about a blue mage that is a blue mage in name only?
You're reading into it what you want to see.
https://vignette1.wikia.nocookie.net...20120718053415
This is a cloth outfit. There's nothing tanky about it.
My biggest issue with BLU in FFXIV is there just aren't any really notable monster abilities. The only one I can think of is Bad Breath, but obviously that wouldn't work on bosses.
While true, if the class were to be added most likely the skills would just be rewarded at the end of the Job Quest. Claim they found a rare monster that does X skill, go to that monster and get struck by the skill then come back to me, skill rewarded. I'd see Bad breath being a debuff to say defense or such for X seconds vs what we are used to but there are ways they could make it work. We would just have to realize this isn't like 11 or the single player games, if you want BLU, know your skills are already set in stone of when and how you learn em.
Perhaps, if this were to be a 5.0 thing, they could introduce a new role to the game. Something like support/controller.
Because I'm excited about Red Mage and how they somehow managed to make an amazing job when everyone said that it was impossible to get the job's identity right in the mechanics of FFXIV.
There was another job you wouldn't think would be a tank they made into a tank. I seem to recall its key mechanic being sacrificing HP to power attacks...but they changed it up so it would fit the tank role in XIV, using MP (Blood Gauge later) instead of HP. If they decide to make Blue Mage a tank I'm all for it. If not then we'll see what else they come up with.
Not as much as you'd think, mostly because pirates and anyone using cutlass-style or tulwar-style blades never used the formal fencing style used by RDM.
This is pretty much what I was getting at with how Blue Mage would learn spells in FFXIV. Cutscenes to show the character getting hit by the monster ability, then getting images of how the monster uses the ability and then using that same ability against the monster. As for the Bad Breath example, I think I had it as an cone-based dot effect because it needed something extra in the AoE damage department.
It's called readaptation, because if devs followed your standards of logic, then we'd never have anymore new jobs.
As for everyone else, thank you so much for your suggestions! I'll definitely keep working on the concept with at least the majority of them in mind.
It all depends on what you consider to be core to Blue Mage.
In my opinion, as long as it's a job that learns monster abilities and uses them as a core mechanic, it's a Blue Mage. The specifics of HOW they learn them are VERY flexible. With those requirements, it would be EASY to fit a Blue Mage into this game.
Others have a MUCH longer list of requirements for Blue Mage, many of which are specific to only a few or even just one of the other games in the franchise. Some insist that a BLU must be struck by the ability to learn it (this shows up in some FF games, but notably not VIII, XI, X, or XI). Some insist Blue must have hundreds of skills of which you can equip only a limited number at a time (this trait is unique to ONLY FFXI BLU). Some insist that you must be in combat with the monster to learn the spell (this was not a requirement in VIII; you could acquire the blue magic item without Quistis in combat and feed it to her later). Some say that learning a spell should be up to RNG - that you only have a CHANCE to learn, even if the mob uses the spell (this is found in only XI, and arguably VIII since the blue magic item only has a chance of dropping).
BLUs have a rich and varied history in Final Fantasy. The core nature of their job has never changed, but the implementation has changed, often radically, from game to game. It would have its own implementation and identity in FFXIV, as well; whether that implementation will suit your tastes depends a lot on what you believe is essential to a Blue Mage. Just be aware that what you consider to be essential is not necessarily what others do - and if what you consider to be essential is flat-out incompatible with the way jobs are implemented in this game, well, you will be disappointed. Frankly, though, your being disappointed is a small price to pay if the alternative is to leave BLU out of the game entirely.
Point made, esp considering Strago of the next installment definately
Personally however they fit it in I'd be ok with both camps making it a tank would be unique if they went with the gets hit learns aspect
Doing the kill monster to get its power would be okay too if they want to do the caster dps route
or even the fabled melee caster route by absorbing the enemies essence over time
any of these id be fine with
I am glad that RDM turned out this good I was expecting less. As stated before this makes me a little more confident that they could pull a BLU off well enough however they wanted to do it
If it wasnt getting hit by the blue magic, it wasnt learning magic.
If you had it only in the back row, then you ran out of MP solely casting, rather than meleeing to save on MP when you can.
(If you kill something in a single hit with a melee strike, there's no reason to waste MP unless you need to, or it saved u MP in healing, in cases like AoE, or enemies requiring more than 1 hit to kill, and you aim for their elemental weakness.)
This also applied to RDM.
Why people bothered to cast spells on RDM, outside of healing between fights, is beyond me. It's just easier to melee. (Even more so in RDM case, when they cant AoE, but BLU commonly had potent AoEs for early/mid levels)
Also dont know why you wouldnt use mighty guard as BLU either.
But imo, the only way to both give heals/buffs/dmg/ranged/aoe to a single class, w/o either being broken, or discouraging them from using only 1 type of spell, is to be a tank.
RDM is discouraged from using cures, since it is a DPS loss for its intended role. (obviously fine in easy content)
Healers are going to be using heals more, and with the current changes, they will be doing less dmg, except in easier content, or when there are 2 healers.
PLD has ranged nukes, AoE spells, Single target and AoE weapon skills, self heals, and buffs.
It can pretty much already play like a BLU, except its self cures are a detriment to its ability to tank outside of easy content.
(which is why I'd personally change how White Wind works, so it wouldnt be a DPS loss, or liek DRKs blackest Night, at least have a means to make up for its DPS loss, with a "Catch up" mechanic)
FFV introduced blue mages and provides the framework for them. They are casters that learn mob abilities through getting punched in the face by them and half of the fun of blue mage is trying to figure out what can and can't be learned and then coming up with creative uses to do wonky and sometimes broken stuff. Anything else, whatever you call it, is not a blue mage. I really couldn't care less what other people think. They're free to be wrong as they continue to ask for something more akin to a feral black mage than a true blue mage.
Getting punched in the face doesn't make them a tank. As I said earlier, they were only slightly more resilient casters. They weren't going to soak hits like your warrior.
Yes but Final heaven used to be all melee lb, then every job got its own level 3, also phlegathron from LoTa used to have a different name, et al. SE has been known to change names whenever they feel like it. I think they even changed a couple monsters names before