Theyre actually talking about an exploit whereby if you die literally right at the start of a fight and release, the game teleports you back into the fight when you res at the dungeon start. So yeah the only way self destruct is a gain is an exploit
Printable View
Shows how much I care about dungeons. Which does go back to their earlier claim about content actively being changed to negate exploits. Devs likely know about it, they just don't care since it's not at all gamebreaking.
Count me in on that too. Experiencing the game as a Blue Mage was something I was looking forward to since my friends convinced me to try it in 2.3~ish. Said friends also got me playing Final Fantasy Explorers with them, where I immediately latched onto Blue Mage and helped them clear everything in that game. We all had fun and wondered when it'd make it into XIV someday. Alas...
I absolutely loved BLU in FF Explorers. Was my favorite job to play in it.
I know, right? I had a lot of fun with that game even if it was just an extremely obvious Monster Hunter-lite copy. And Blue Mage was done so well, and it was technically online multiplayer too. I had written guides on it when it came out since nobody else seemed to be messing with Blue Mage combos. It was great. I've actually been playing that on and off again during my extended leave from FFXIV, since it reminds me that another take of Blue Mage can be done and it needn't die here in XIV as some segregated "too weird" abomination.
Grand Delta for limit break!!
https://cdn.discordapp.com/attachmen...lue-mage-1.jpg
not sure if its an exploit, because only blue can take advantage of it, and blu is made to break things. This is why the class, is not supposed to be in the endgame, it has a number of things which are kinda broken.
Its also worth it if its going to end the fight, or its more damage than you can do otherwise.
ending a moonflute combo with self destruct, well for regular dungeoons, it takes about 3 blue mages selfdestructs to kill a boss, so basically you only have to get 80%, however if you are talking about other more hardcore encounters, lets just say a level 50 blue can do 30k with self destruct combo. so, basically, if there are 5 of us, thats 150k.
just now, on turn 4 nael, that looks to be about 3-5% health. that means 15-25% health can be done to a high end boss. thats a signifigant portion of his final health pool, which is generally when a boss is at their most dangerous.
It's a house of cards Physic and Awha, remove a fundamental piece and it all comes crashing down. And as Yoshi-P stated, "balance" is what is being used as an excuse. If SE wanted any sort of meaningful feedback and acted on it, then it definitely would be to their benefit as well, not just the players.Quote:
Naoki Yoshida: The Blue Mage is only able to acquire balance because it is what we now call a “limited job,” and there are no plans to remove the limited aspect from the job.
Nevertheless, as Rei and Valde suggested, therein lies a possiblity to have both your "limited job" aspects and what we want to be able to use BLU as any other job.
I don't want to shamelessly use what Valde said repeatedly, but I have to because it's pivotal: it's about the "drain on resources" Valde hinted at.
Here is the thing, if there is a way to make everyone happy, and as a business having their customers be happy is necessary since we are the ones paying, wouldn't it make sense for them to take that route?
If not, then what other excuse is there? That the business itself simply doesn't want to because they don't want to put in the effort?
In other words because they're being... l-a-z-ee?
Because if that's the answer, it's not really a good answer is it?
Anyway, there doesn't seem to be a way to have a honest vis-a-vis with SE. I don't speak Japanese, google translator is what I have to rely on and you know how it is...
On this aspect even the other MMOs aren't fairing that well tbh.
Except..it's not broken it doesn't even feel fun to play at max level, the fun was leveling and getting spells till you got 1000 needles and then /doze for the rest of the levels and what high end content are you talking about? EX primals? Why slog through the grind when you can get 2 lvl 70s to carry you and 6 other BLUs through EX primals that you can't even do? You can only do weird things like blow up in major cities for some comic relief I'd much prefer an actual class than having something that is segregated from everything else.
the reality is likely this, they are not going to make blu limited and unlimited at the same time.
they dont want to miz weird stuff. I think you mentioned ffxi, that game was very different and less rigid. You had pure support classes, hybrid classes. DPS that ended up being a tank (ninja) This game is not going for that, they have a very rigid structure.
They dont feel comfortable mixing structures. And, they dont like balancing things twice/multiple times. They got rid of all the cross class synergies that was cool for soloing. Like taking cure on a dps/tank. Or bloodweapon on marauder. They want everything streamlined. and hard for players to make mistakes, taking the wrong skills, or playing with a different dps loop, etc.
They will not balance a class one way for duties, and another way for solo, or they wouldnt have destroyed cross class skills and the base class system.
I actually am happy they will be less rigid and more creative in limited jobs. Its cool to have some things run like a well oiled machine, but its a lot of fun to take a class like blue mage into this content and have your success be dependent on how you can put together a bunch of abilities.
Point is, its nice to think it would be cool if they did both, but they will not do both, not worth it for them, and they dont even really like the idea of a class that behaves differently in different settings. (classes/cross class removal)
we ll see what they do, perhaps they will do what you want. But i hope they expand on and develop limited jobs way more, they habe the potential to bring a lot of variety and a lot of fun when you are looking for a different type of play