Is the experimental Blue Mage not an evolution in a different way?
But I guess it isn't evolving the way you're demanding it to, pity that.
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Oh, I'm not terribly worried about it. I'm just ready for the eventual guy to run up to me and try to annoy me as I run about trying to get my BLU spells. But given the number of mobs (and ways) we have to pick how we get said spells, as you even mentioned, it'll only be a minor annoyance at worst I think.
Certainly won't compare to some of the Duty Finder stories I've had to share in the "Tales From the Duty Finder" thread. :p
I did add you'd have to learn them before joining DF*, therefore players wouldn't be toxic to a blue mage because if you see a blue mage then you'd know they have those skills. So your issue about mean players won't be one :). Also I believe that should be true for all jobs, not just blue mage (no joining end content without your important spells).
*Within reason say a few levels or so difference is fine (particularly thinking leniency for leveling dungeons) but if you're level 70 you can't queue as a conjurer (in DF, particularly thinking no leniency for level cap trials/end game content), as an extreme example. If there is a level 26-30 leveling dungeon you can't join missing level 20 skills, but you could join missing level 27 skill (and learn it in said dungeon if the monster is there). If there is a level 70 ex primal you can't join unless you know /all/ the skills part of your chained skill set (and should be true for all jobs).
I believe you can have both because I already said you'd program it in such a way due to smart programming. Also Blue Mage could easily handle getting skills alone due to their unchained portion, being able to solo and PF..
So I still haven't received a reason on why it couldn't work, chain and unchained together, especially given even if your point was true (Blue Mage sometimes ostracized, which it wouldn't if the DF mechanic I mentioned was active) it has nothing to do with my point that chain and unchained can exist at the same time and not hurt each other (for some reason a point some people were making, chain literally doesn't have to touch unchained to function). Blue mage being ostracized doesn't mean unchained and chain can't work which is what you're responding to (ostracized blue mage would be stuck with PF - like it already is, so worst case scenario we have a blue mage but it can work in more areas lol), but again I already described why Blue Mage /wouldn't/ be so long as DF is programmed to check skills - which it should do for all jobs anyways (smart programming, as you said).
The thing is, SE has pretty much done those things already. They have picked a role for Blue Mage (it's a DPS), it will have a rotation (one similar to Bard, but it's a rotation none the less), and there will be quests that may or may not guide players towards learning certain spells.
It's true that Blue Mage would have to put in extra work compared to other jobs, but shouldn't it be up to the players to decide if they want to put in the work towards using Blue Mage in all content? I don't see why it's such a bad thing to have a job with a different progression system. If you don't want to put up with a Blue Mage who only has Water Cannon, you don't have to, just like you don't have to put up with a Black Mage who only casts ice spells.
SE is being overly protective of Blue Mage. It's like a parent refusing to let their kid go to the park out of fear that their kid will get beaten up.
Blue Mage is incredibly OP
the only way to "fix" it to be a standard class would be to remake it entirely from scratch again and basically make them not a blue mage
Ignore the people making rude comments here. They are just circle jerking fanboys who can't handle people criticising their perfect game.
A sizable chunk of the fandom dislikes the idea of a limited job. It is what it is. A lengthy debate about it until SE decides to do something is inevitable.
Ayyyyy lol, while I think there is certainly a lack of creativity when it comes to people arguing against the idea of unchain/unlimited* blue mage I don't think you're going to get a lot of opinion changing friends/support with that first sentence XD.
Just a context for people who are wondering for some of the support for blue mage having some element of "unchained/unlimited":
https://i.imgur.com/9nkRZ9A.png
https://i.imgur.com/PYtyiN8.png
It's a fairly decent number being a forum number (forum / reddit being a small sample of the community). That second poll really needs a third question imo, if you want both - I'd prefer not to pick one of those two and I've seen this forum be for a third option of both too (poll from reddit).
* I have seen legitimate (imo) concerns and feedback against it though like "doesn't seem like Yoshi wants that" which seems to be true for now lol (he's changed mind before, like on Summoner bahamut). Some rebuttals are to some of the more bad ideas of fixes, too so I don't want to say all responses are bad. But I wish some would care more to entertain creative solutions rather just say "no impossible", that stuff reminds me a lot of the responses I got when asking for Summoner to get something a bit flashier/neat summon (which we got in the form of Ahk Morn and Demi-Bahamut both of which I think were fantastic and proof of "yes they can").
Not going to police speech but uh.. I wish we could all see more eye to eye here, truely unchain and chained will have very little to no effect on each other - they can exist in the same space.. For those who don't care for unchained.. they don't need to be against it except if they want to play SE's accountant. All of the issues Yoshi has listed against blue mage could be solved with some creativity* and assuming the spaghetti code hasn't introduced an impossibility lol (at the cost of adding some code to duty finder checker and telling players Blue Mage has to learn spells, which I think players WANT even for duty finder, I certainly want to learn blue mage spells even for the duty finder content - that's the charm man lol). *Originally he wanted Blue Mages to learn a lot of spells which is what we're getting, with the "solution" of both chain/unchained (limited/unlimited) we get everything he wanted and what players who wanted to main the job in the first place want.
It's not derailing when I'm replying to your comment and using your comment as an example. You're being VERY one sided about this, and anyone that doesn't agree with you is wrong. If you're gonna post on the discussion forums, be prepared to discuss, even about something you might not agree with.
You know... There is nothing saying that BLU can't do raids.
They just can't queue up to find a PUG, they can go into any dungeon, any trial or 8 man raid as a part of a premade or Undersized party (using the undersized DF option)
The level cap of 50 will be raised at some point, unless people convince them to drop the class, when they can reach 80 during Shadowbringers, they should be more than capable of entering anything except the 24 man raid.
Mostly because of the spell selection system, I'd say.
The Duty Finder as it currently is can't guarantee the Blue Mage even has any spells learned aside from the one starting attack if it allowed them to look for groups through it. And I don't know could they do requirements aside from level and item level.
The game isn't exactly build with futureproofing in mind.
If it could check for spells, and the kit SE designed was balanced - would you have a problem with it being able to join the DF? (With an added stipulation given that the limited side of the content isn't ruined to do so). (So given that 1. balanced, 2. low stress on groups because you don't get 1 spell blue mages in DF, 3. limited content isn't ruined then 4. DF Blue Mage okay?)
I'm hoping by late 5.5X or 6.0 release that they could have a fully functioning duty finder portion of Blue Mage, maybe enough time to make sure DF has that tool incorporated? A major balance point to making sure Blue Mage is no stress on people is that DF could check that, so my idea becomes a bit less "sturdy" if they can't but I'm not in a hurry either (I get these take a long time, given they have a lot of other stuff to work on too).
I think the biggest issue with all the BLU complaint and "fix" threads is many people either don't realize, or just don't want to believe that "it's not what I wanted" and "it's broken" are two very different things.
BLU as implemented isn't what you expected or wanted? That's a valid opinion and you're not wrong for having it. On the other hand, saying "it needs to be fixed" assumes that it's broken, when if fact it was designed that way intentionally. Sucks for you that you don't like it, but well, you can't please everyone.
The only way to really 'fix' BLU is to get it up to max level ASAP and then make it so the only way to do Savage as BLU is: must beat the Savage raid with normal Jobs first and that the party must only consist of BLU's. Mighty Guard already looks to be the tank stance for BLU and White Wind... might be a decent healing spell?
Lol that's not how the two sides work. We aren't discussing the solo content, we are discussing whether or not your idea, and mentality, is good or not. Maybe some people are talking about other things, about how the solo content is good and doesn't need "fixed", but that's ultimately your fault for the attitude that you have brought to the discussion and the wording of your title and posts.
Your ideas are a wishlist. I wish PLD could have holiest of holy, and I wish that BRD was a support. I also wish FSH was more like the other two gatherers. None of these are broken, this is just how I would like the game to be and others will definitely disagree with me
but why? have you answered that yet? Like people have mentioned, Fishing is barely relevant yet it completely has a place in FFxiv. why does Blu HAVE to be used in regular content? why is duty finder such a clutch to enjoying the game? are you having a problem finding parties?
this is like asking to use Logos Actions outside of Eureka. we know its not impossible, but again, why should we?
Which means that you'd have to build Blue Mage so that you either make the job far more punishing to players with bad RNG they're barred from group content for not being able to learn spell X or set it up so spells are learned automatically like how every other job works, meaning that there would be no "going out and learning" spells like we have with Blue Mage now. Again, you just can't have it both ways here.
Smart programming is designed around the premise that end users are either idiots (*coughXIfanboiscough*) and/or masters of exploitation with every possible intent on wrecking your stuff with as little effort as possible. It's because of this that we have the Blue Mage that we have now.
Please be creative with your problems listed though, you list an issue now make a solution. You're worried it's too punishing- is there not a way to tweak the percents?
You haven't given me an unsolvable problem, just said there are problems that need addressing and imo (lol) they are very addressable. You can have both, I'd actually arguing having both helps the chained idea a lot (giving it more sturdy ground to rest upon).
Also consider some punishment is the cost some people /want/ and is a reward balance for having a whole mechanic under your belt of limit and unlimit (obviously 1 percent drop rate on a required spell would be rage inducing lol). Like finding your own pet in wow for hunter or other special quests for jobs in that game, no it's not bad - it is a fun extra step (I want the step, you haven't unsold me).
To add another thing to think about in terms of cost is Blue Mage levels faster but has to spend more time gathering spells - balancing out what other jobs have and don't have to do. The average time spent could very likely be the same and balanced in a nature between a normal job and an advanced job.
Beyond that you could add a simple counter measure to failed learning, but I don't think you would given % around 40+. (Short concept is each time you fail to learn a spell you get an item that can be used to boost your learning %, all stacks of said item are consumed at once and return stack number + per failing and vanish on success. This system would work for /all/ blue mage issues such that a blue mage is never stuck in a true RNG lottery but again at 40%+ the problem shouldn't be that. Also could be chained exclusive if SE wants it to be impossible to do that to the unchained part).
I would rather see more classes the way blue mage was implemented. Maybe after so many of those classes are in the game, you could sign up for a duty and be grouped with them instead if the normal battle classes. I wouldn't mind negating the whole trinity system for them and creating their own "end game" for challenges.
I'm confused. How would allowing the classes to participate in the things they can't currently be limited? With no trinity system there would be less limitations. Maybe I'm not reading this right, sorry.
That's not constructive to the argument. I actually really like the idea. As much as people dislike Eureka, the idea that content can have its own progression independent of the rest of the game really opens up the theme park aspect of the game and gives players more options to shoot for. It's one reason I currently dislike ex primals, there isn't much reason to do them if you have BiS outside of pony/bird/doggo farming, which is more reasonably done unsynced. If "limited" jobs had their own progression, it would give players a lot more reason to log in once regular content is done.
People are sick of the standard flow of gear grind - raid - BiS - repeat, and the alternative in the form of relic became equally stale in the way that ARR and heavenward did it.
Content like Eureka (again, that's not saying Eureka was good, just that it's alternate form of progression was good in theory), and BLU give players new options for endgame that don't involve the stale formula, and it's additional content once raid is beaten, which a standard job is not.
I wouldn't hold my breath on BLU reaching 80 during 5.x. In a recent interview Yoshi was asked if BLU level cap would be raised to reach 80 during 5.x and he pretty much said they'd have to work themselves to death to achieve that. Trying to find the interview right now.
Edit: Here we are. This was the question that I was referring to and was asked during an interview with Gamewatch:
Game watch: Will BLUs catch up to level 80 during 5.x?
Yoshida: If we keep raising the level cap with that pace, us developers and players will all faint (bitter smile).
I agree. It's good to have content that branches out from the raid/tomestone based end game loot treadmill.
Now, I certainly get why fans of blue mage who wanted to main it as their main job for msq and general gameplay are disappointed by the limited aspect. I totally get that. But in general, I like the idea of limited jobs so long as they're unique, interesting and have their own sort of 'end game' to do with them like the masked carnival. A big part of how I feel about blu will depend on the carnival and how much they add to the idea as the level cap and spell list increases. And honestly, I don't think it was likely that blue mage was going to be added to the game anytime soon as a normal job anyway because we got red mage last expansion putting us at three casting dps, so I don't think we'd be seeing a traditional blue mage caster dps anytime soon.
What i think people wants, or some of them, but probably what i want. Is that content must remain meaningful by far longer.
People is sick of tomestones, raids divided in 4 tiers that by now are mere trials, the progress of itemization and the lack of customization or divergence. In it's constant persuit for perfect information and perfect balance, the devteam has taken away many of the fun stuff people plays. If were to put these philosophies on a line. FFXIV and WoW would represent the extreme itemization streamlining: It doesn't matter what you achieve, it will be irrelevant in less than 3 or 6 months at best. And then we have Guild Wars 2 for example, where it doesn't matter what you achieve, it will be relevant for all eternity (ok no: game changes actually do force people to move towards new META's and theorybuilding changes and progresses ever further).
I would like... This: Where X is the center. I want O.
FFXIV ---------------------O------------X------------------------------------- GW2.
Content longevity. DevTeam is releasing content basically dead on arrival or that goes into irrelevancy too soon. We have a literal graveyard of dead content. Content is either too grindy for it's reward relevancy to be tackled by most of the community, Either the rewards get better and last longer or the content gets simplier and faster to adquire dominate. Otherwise we have 3 grind months that last in relevancy 1 week.
And onto the BLU. Haven't played it, but i love how it forces the community to have discussions on game design. Though, there is a rule that must be generally followed when doing so: Wait for the content to be out. Unless is absolutely basic and really predictable content (like the bulk of FFXIV patches). I honestly belive the BLU represented a very hard difficulty for the DevTeam: Many wanted the BLU of the franchise, other's wanted a proper MMORPG class, and honestly BLU hardly works as a regular class, they are odd even by FF estandars (Ya loved them but at the same time honestly how many mained BLU mages? Yeah, most of you pervs had Quistis only cause the glasses, i see through yous!) so adding it to the game was gonna be hard, a class that used "relevant enemy attacks". Well, this game has way too many, so which ones, in what order to generate a proper rotation for DPS gameplay? Wait... What role is gonna have? BLU can do everything! Red Mage is simplier, is basically 2 types of magic and swords, got it. But Blue every skill is a diferent type of magic on itself. A tank? Impossible.
From there we can either, try to build it as a DPS, then we pick relevant skills leaving tons of stuff outside, so it starts to not feel so blue mage, feels more like a druid... without pet, is not blue mage anymore.
Or we can take him out of most of the regular content, create a scenario exclusively for it, taking him out of the vertical progression system and adding him to his exclusive, probably more horizontal progression and fully fledge him in it's main trait: Stealing Enemy Attacks and using them.
Any implementation would be divisive. And the "fix" of this topic would just make it's balancing hell, effectively adding 3 classes instead of one. No.
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If anything, i think the game is suffering the limitations of the trinity. And im glad it has finally hit that wall hard enough for people to start realising whats happening.
Our 3 roles do not account for FF diversity of classes and the constant persuit of a perfect information and perfect balance game has became impossible/wasteful. We need either hybrid classes or a fourth role, and i could have seen BLU being the first class of said role. Making it an optional role that replaces 1 DPS or even better: All content gets rebalanced (just up those HP bars or def stats by 25%) arround a 5 light and 10 full party: Support Role. Enfeeblers and Buffer specialists. Which would take several supportish skills from current Tank, Healer and DPS and would replace them in their rotation, with a DPS inferior to tanks and a bit higher than healers, they would be in charge of keeping most party wide buffs and have single target massive buffs or on the contrary debuffs. On this role you could perfectly add dancers, beast masters, oracles, many odd jobs from the series. They would be perfectly playable on regular content. And would free the other 3 roles to get even more fun ways to play, as to real healing combos or tanking combos, giving DPS skill slots for longer more interesting combos that might explore relevant ideas like true elemental affinities, retake the positioning relevancy of targets and whatnot.
But thats just daydreaming for me. And the resources needed, DevTeam probably doesn't have it.
Anyway, BLU is here for better or worse, it was a very difficult implementation -if not impossible- from the start on our game structure. And after 5 years, it's limitations are showing.
It did get the armchair designers out of the basement, that's for sure... I'll be glad when those design discusions actually die out.
That will happen when the game dies. And that's very unlikely as there are many of us who will probably be here for another good 5 years. Wonder how the game will be when it reaches it's 15th birthday.
So i care about it, i want the game to grow into a decent one, as you would a person. So when i see him/it not doing the best choices, i care enough to tell him and remind him that there is always other ways, outside the box, on how to solve problems, and that communication is paramount. I might be a armchair designer, but i'm also a midschool teacher. I believe in the power of discussion of things you are passionate about, be it maths, philosophy (my area) or game design, or music, or absolutely anything. If something people that do discuss this has in common, is legit care.
Now, the motivations are sometimes different.
That aside, it's a very interesting thing, that you are in a DISCUSSION BOARD wanting people to stop DISCUSSING.
May be also that my english is not the best and sometimes think i'm being too "severe" or "unfair" towards their positions. I believe in discipline, so i talk a bit like that when being serious, love with severity.
So let me get this straight. You didnt touch the job, you have no job as an actual dev or designer (to my knowlege) and you come out of nowhere saying you know what is best? You're just a basement dev thinking they can revolutionise gaming.
Meanwhile SE has a team, feedback from internal testing, experience, marketing data and more to ensure they make the content they want that we would enjoy and you say they are wrong?
Yeah, I'll trust SE over any of the forum posters any day.
For what it’s worth, trying to design by a formula for what the marketing team, shareholders, and focus groups tell you also has a real reputation for producing lukewarm “games” that may sell well because a lot of people don’t want a game, they want a clicker, but then those people who actually wanted a game are left out in the cold. At the end of the day games need to be fun, and you can’t calculate that with some magical equation.
I was skeptical at first, but after playing it for a few hours earlier and learning some spells I have to admit it's a blast...quite literally with Self Destruct and Bomb Toss. No complaints from me, I just hope that they increase the level cap in a timely fashion. And maybe consider adding some sick weapon glamours eventually.
PS: All you people with chocobos in attack mode, stop it. Either set them to heals or put them away please. Just had to get that off my chest.
They’ve already stated in an interview there are no plans for BLU to “catch up” so if by “timely fashion” you mean you’ll be able to play it with your friends in endgame content, then no. If you just mean that you’ll get to get back to leveling and learning spells . . . Well, I guess that depends on how fast you’re okay with it being, because you’ll have 20 levels max to gain for the next year or so.
Game watch: Will BLUs catch up to level 80 during 5.x?
Yoshida: If we keep raising the level cap with that pace, us developers and players will all faint (bitter smile).
Fix is the wrong word for something that's working as intended.
Blue Mage, at present implementation, is thus far just fine. Whilst the limited aspects may be disappointing to some, the vast majority do seem to be enjoying themselves. Regarding the state of Blue Mage's power, I would argue that a few things need to be addressed to enter the normal game properly. Putting all of that aside, though, I'm incredibly optimistic that SE will eventually allow for use of blue mage as a standard class. Now - I will say that they should nix the 'LImited Job' moniker, and find something more appropriate and less demeaning. Overall, the future is bright. The reception of Blue Mage seems to be overwhelmingly positive, and one hopes that will sway SE's development patterns in future.
FFXIV stands to gain a lot of cool and unique stuff from the implementation of classes like this, let's give the devs a chance, yeah?