And that's you making assumptions, because the job isn't out yet.
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I can't run the main story as a disciple of the land PATCH 4.5 IS RUINED!
I wish what you're saying is true. But it will be more likely that they get too much positive feedback about how "fun learning is" and "masked Carnival is the best" and then see that as a reason to add BST and PUP and Twelve know what else they have in mind in the same manner instead of trying to make BLU into a "real job".
My annoyance comes from 2 parts:
1- Nice jobs getting scrubbed out because of their lame excuse of "too powerful/hard to implement, therefore limited".
2- More importantly, side content like this and Mahjong that takes away from actual content development. And before you tell me there's enough content we've been getting less content per patch per expansion. In ARR we got 3 dungeons per patch. In HW 2, and now we get 1.5 per patch. Is 5.x going to be 1 dungeon per patch?! Then what? Less raid bosses per tier? How far are they going to go? I don't mind them adding side content like this and Eureka, don't get me wrong, but I'd rather it not take away from the actual "MMO" content by adding meaningless solo content that does not add to your character's actual progression.
P.S. I know they claim that Mahjong was developped outside of work time as a hobby. Ugh.. I won't comment on that.
It was technically made for those who are already AT END GAME to give them something fun to do. After UCoB and UwU along with Alphascape what then when you’ve got crafters to 70 and fully geared? Blue Mage being solo content isn’t a bad thing; and honestly if people are still going to kick and scream about BLU not being for raid content, then they probably should go see what Yoshida said in regards to why they can’t.
Not sure if it's a case of selective reading or me being unclear, and I highly doubt the latter.
First of all, I am at end game content with all Crafters at 70 and geared. But people who are like me (and are better than me) are complaining because they want more end game, not less.
In my post I clearly said we've been getting less verity in "end-game" content with the excuse that we've gotten sick of hearing for the past 6 years being "not enough resources" only to find said resources going to implement side content like Eureka (which imho should be how open world is), Mahjong (a game mostly Japanese culture is interested in and your average Joe does not even know what it is), and BLU.
In my same post I also mentioned one Yoshi-P's excuse (and yes it is an excuse, a lousy and lazy one I might add), it means I am aware of why he thinks what he thinks. I watched the live letter too. And by the way he said a very similar thing about RDM and why it wouldn't work or fit (probably lumping RDM and BLU in his answer to a question regarding both jobs prior to Heavensward release). We got RDM as an actual job that isn't "true" to its origins, yet one of the most played DPS.
My complaint wasn't the side content, as that is welcome addition, it was the butchering of the job potential. A full-fledged end-game viable blue mage would STILL have its solo content intact as, after all, you still need to learn your spells.
Instead of a Pokemon game that rewards seals that I can completely spend daily and then cap again because of all the other sources you can get it from, I'd like to use the job in *gasp* the end-game content I'm already at.
Blue mage was the best job in ffxi this is not blue mage the only spell i have been using is 1k neddles because the other spells do little to no damage even at 50 from what i have seen 3 spells i know of require the mob to be petrified for the boost in potency and even that they have to be a level that is a multiple of 5 and so far its useless.
The last thing I want is more dungeons/instanced content, as I really don't enjoy that content for the most part and only do the bare minimum to keep up with the tomestone grind. I'm glad they're adding in more side-content, but BLU is not good content---at least not from this solo casual player's POV. Mahjong, et. al. all have the potential to be fun, but I don't ever feel like I have the time to invest in them because I'm pursuing said tomestone grind in the limited number of play hours I have available. It's my dearest wish that this game was more like ESO and the like where you're never in danger of falling behind and missing out on content just because you're doing the content you enjoy instead of the content that grants gear-related rewards.
EDIT: And before "this is an MMO" comments are flung my way: yes, I'm aware that this is an MMO. No, I don't think there are good arguments for an MMO discouraging, much less excluding, solo play if that's how people want to enjoy the game. Even less do I think the multiplayer aspects of a given game should be confined to instances where players aren't free to come and go as they please.
Yeah, what terrifies me is the implication that they are going to do something similar to BST or PUP. I have no stake in BLU, never was one of my big classes, but I adore both of those two and the thought of them being closed off from doing MOST of what I do in game hurts my heart. I get it, Yoshi hates pet classes and has no idea how to do them, thats why you hire someone or assign someone who does. Its not hard.
Love this
Anyways, Blue Mage is out and so far it's a very fun job! Because of course it is! However by no means is it overpowered:
-Bad breath barely lasts as long as I wish it did
-1000 needles has an insane casting time, and will be rendered obsolete in future content
-Self-Destruct spells on a solo job (???)
-Grinding solo means fast lost of HP->Spamming White Wind->No mana
-Stun spells have a cast time that goes off after the ability you're trying to block
-The most powerful spells are only being obtained by people who work in parties, often with lvl 70s
So, based on this, I think if Blue Mage remains this dependent on other people to function properly, then it needs its limited job restrictions lifted. Especially for the poor players who will no doubt have an extremely difficult times finding parties for spells after this craze is over. When people go into these dungeons in general, they are not looking on Party Finder for help-they go straight to Duty Finder. Blue Mages will be ignored in the future and left without their main spells unless they are eventually allowed into the normal system. Even I don't have time to revist these dungeons outside of level roulette after I've gotten my spells. Blue Mage might have been designed for solo play, but that's far from the reality of what we actually got.
Having played since 2.0, whilst it was fine to begin with, the tomestone grind really gets samey, repetitive and eventually dull. Like yourself I fell into "the bare minimum" and this time round I've just barely done it and just feels 'meh'. I think this is the danger of repeating the same formula to keep a consistent player base, because eventually people will grow bored. I prefer the idea of adding newer concepts and keeping old content relevent. And actually, despite the divisive opinions on BLU, it is the first bit of content in a while that's got me animated, grinded it to 50 in matter of 3 days, grinded as many spells as I could, jumped straight into PF groups to get stuff done and so on. Eureka almost managed that with me, then it turned out to be FATE trains, not like I've grinded a bajillion FATEs in this game already.
If they could throw more of tomestones and useful endgame stuff in other content including Limited Job content (and make some tweaks to BLU stuff, like a Limited Job Roulette), then I think it adds wealth in the form of variety in how you build up your endgame gear sets without trampling on the actual endgame content itself with raids & trials.
I think there is fair argument to benefit from the content you enjoy. Because like you there's content I enjoy that's not the current tomestone grinding.
It is not the solo content that is bothering me, it's the fact how it is implemented. I love solo challenges. In other MMOs I try to solo dungeons on my tanks because of how crazy scaling is on those. Also WoW added really fun and interesting solo challenges in Legion that actually made me resub for 7 months until I cleared it on all the specializations available to the classes I enjoyed.
In FFXIV ARR, each element used to build into the other in order to contribute to eventually enhancing your character. Making you feel like you're working towards a purpose.
Working on relics? Relics came early enough that they were relevant and were upgraded to be even better that it actually helps in the current tier. In SB relics are so far behind even the crafted gear for current content.
Dungeons, primals, 24 mans and hunts all helped gear for current content and even if you're in the "catch-up" (2.odd number) patches you could work for stuff because you know it's going to be good "starting gear" for the next tier. Currently your current BiS is irrelevant next patch (at this point it's understandable we have an expansion coming, but thing about the transition from 4.1 to 4.2, and from 4.3 to 4.4) where even the normal raid gives better than last "best gear".
Now in Stormblood the games feels too dissected. Even though the game still keeps the same formula for the most part (with some additions on top). You do Eureka to do Eureka (for glamours?), not because it will actually help you in the current most difficult content. Heaven-on-High gives nothing of relevance other than a hairstyle and a mount? It got shelved so hard I can barely find a group for it. I can give many other examples.
Adding BLU as a limited job, where not only it doesn't "add" to your character development, but actually takes time into very forgettable content that is capped to at least 4-year-old things we have already grown VERY bored of at this point doesn't help how disconnected everything in this game feels. It doesn't even add horizontal progression by adding another job to use.
So the problem is not that it is solo or not. It is the whole design of it being "solo" yet demands having parties of 8 to help acquire spells only to use it for a solo "challenge" (calling it a challenge is a joke) that rewards an ancient relic currency that we can cap on daily basis anyways.