No thanks. Rather have fun limited jobs instead.
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No thanks. Rather have fun limited jobs instead.
"We have noticed that the playerbase is unhappy with the fact that Blue Mage isn't as relevant as other jobs right now, and since the players have already given us feedback that needing Eureka for relic weapons wasn't desired, we have decided to make the entire 5.0 relic weapons progression locked to Blue Mage and any other limited jobs we may add in the future. That will ensure they will always be relevant, and that players will have a different, fun way to make their relic weapons and learn the varied limited jobs we have planned for future!" - Yoshi P. maybe.
Why I can see them saying that, w h y.
We've heard a lot of feedback about the state and balance of healers in our game, so we've decided to make all healers limited Jobs so now we don't have to put in the effort of balancing them, instead we have unique solo content for them "The Infirmary" where you'll show of your healing prowess. This means theres now more classes for Blue mages to do...something with.
Bumping this back to the front page in the hopes SE is listening to their players.
They can come and present the same trite and fallacious arguments.
If in some cases people think "limited jobs" are fun for them, that's ok, it's what they feel.
However, the current limited job system is barebones, and even after the so called "hardcore" elements will be added, it will always be lagging behind compared to the other jobs, as well as being perpetually stuck in content that is just useless.
One could say, that Blue Mages could help new players or help in levelling other jobs but... BLU can't use the duty finder, and Yoshida's current incarnation of "limited jobs" doesn't want it to UNLESS he's going to undermine what he's stated, which begs the question on whether the source is then reliable at all...
While I would like to say that using "fun" to describe "limited jobs" would be an oxymoron, I cannot however support that in good conscience, as I recognise that people have different tastes in what "fun" is. It is however surprising that such minuscule and inconsequential piece of "content" could be considered as such. Let alone how it could even be considered acceptable, to degrade an entire JOB into such a state.
I have a simple dream where every job will join in hands as equals. (Watch SE turn every job into a limited job only experience. /s)
I do find the concept of limited jobs interesting, and I'm not against at it per se.
It's just...this game doesn't have interesting solo/open world content as it stands now. The ones we do have (squadrons, Fates, maybe even Eureka/Diadem) either forbid BLU to enter or heavily discourage you from doing. I was mindblown when I attempted to do fates and learned I gained less exp from both fate-related mobs and for finishing the fate than if I did it with a normal job. W h y.
The closest thing this game has to massive open world content are the Hunts and Odin, but BLU cannot participate in relevant content hunts, and attempting to do the 50s hunts would be meaningless because the hunt is going to get swarmed by 70s and die before you can get your 2nd spell off. I won't even comment at what would happen if a BLU attempted to do Odin (which, btw, is also considered a fate).
As it stands now, after you finish levelling BLU and do the Masked Carnivale stages, you will most likely forget the job exists, or maybe attempt to get all the spells and achievements if you are a completionist before forgetting about it. The primal spells in particular are another can of worms, because I swear you are more likely to get a Doggo without totems than you are likely to get them.
I seriously think that the only way you can make limited jobs work better and stay a bit more relevant in this game would be having more engaging open world/solo content, and making sure all the limited jobs are, you know, up to the expansion cap. Either that or just give up on the limited job concept.
Well, they could always tie important side content to limited jobs like the relic weapons, too, to keep them relevant and not change anything else! I'm sure everyone will love it.
They definitely need more content, i would try to aim for only 10 levels difference rather than 20 levels. Access to Eureka would be pretty great, hoping that they let them in via level caps. But they also need some better low man/solo content, and some job goals that dont involve spamming one fight repeatedly for a very low chance of success while basically doing nothing due to being carried.
so i think
10 levels from cap
Bonus learning chance when party is at or below reccomended levels (flat 10% increase, would make getting really hard ones way better, but getting bread and butter skills, not that bad even if cheesing it)
Access to some open worldish content, that is more engaging/difficult like Eureka, or something similar
Improve and expand carnivale
Some longer term goals for improving/playing blue mage. Perhaps boosts based on monsters hunted/knowledge learned, or yes a relic weapon for blues, or various other possibilities.
Interesting open world and solo content can be done without introducing limited jobs. There's no reason that limited job = fun open world content.
kinda yes, kinda no. The jobs are not designed to be fulfilling solo, and dont have the tools to have compelling fights. all a dps can do is dps, so they cant respond well to monsters, mitigate damage very well, in general they need high hp monsters with low damage, so they can actually have to try to perform a dps combo without dying. Tanks need low hp, hard hitting monsters, or else they just get bored fighting easy monsters for long periods. Healers, well they generally have very poor mitigation, and very boring dps skills. they need low hp enemies, who do moderate damage so they can heal, but it probably wont be very fulfilling.
for a good solo encounter, you need to have some more control over all the facets of the fight than they usually give to one job, and you probably need different enemies to fight.
There are ways around this, like logograms, which add new traits/skills, but you would probably need more than 2 total for it to actually be engaging.
They could go the route of like squadrons, which could work, but i think it would need more control over the npcs, or at least like gambits in FF12, but not sure how well that would work in the open world.
I actually am super ok with the concept of limited jobs. FFXIV's DF content is heavily focused on the trinity and while there is absolutely no reason Blu HAD to break the trinity, I think what the devs really wanted was sort of permission to break the Trinity by knowing they now had a category to put stuff that broke it.
I do think though they could have made a 'DPS mage' blue. More importantly, I think that Blu really highlights how bad non-roulette content is.
Blu would fit in great in GW2, where overworld content is actually legitimately amazing and probably one of the most fun things to do in that game due to how much focus was put on the OW content, how well it was laid out to prevent 'fate training,' how it dynamically scaled in scope based on player count, and the variety of the content. If a hypothetical zone were opened up that anyone could go to and had POTD/HoH style leveling, and enough fates going on at once with a short enough time and dynamic scaling of difficulty and scope to prevent FATE training, which had relevant end game rewards, I think people would have a lot of fun with BLU.
Blu isn't per say bad (though as has been pointed out by many people its spells are often horribly artificially limited), it is just the content that supports it, and any other hypothetical Limited Job, doesn't exist yet. I actually want more limited jobs, because non-trinity jobs are super god damn fun and interesting. MMos with really non-traditional roles that could be highly exploited are fun: Look at SWG where your party might literally include someone who's only job was out of combat healing, or feeding you, or making sure you didn't get lost.
I just want something to exist to justify these jobs more than a lame solo puzzle-grind hybrid system. I would love if Blu ALSO got a 'DF preset' that could be used to let them become a 'main class' but that isn't as primary as making good non-DF content in my mind. Limited jobs aren't necessary for that content to exist, of course, but that content justifies limited jobs existing, and limited jobs are extremely interesting conceptually.
But also I 'main' DoH jobs so like... maybe my stance isn't exactly orthodox. I still just would love to have the ability to play a buffer/debuffer class that doesn't attack at all (mediator, maybe?) or someone who commands multiple pets at once.
Limited BLU is just DPS BLU. It isn't a tank or a healer. It lacks the necessary skills to do those two jobs properly. BLU is a caster DPS, even by FFXIV's rules because those are their role actions and that is the color of their icon. If they wanted it to be ALL ROLE, the icon would be gray.
I find it funny how SE keeps talking about how unworkable BLU is and how it has to be Limited despite they're the ones who made it so in the first place.
Like spilling a drink on the floor, going about how bad it is and refusing to mop up, going "it's not my fault water is wet, maybe water shouldn't be wet," despite causing the problem and there's already something to keep it in. This expac has been nothing but recycling, rehash and problems after problems after problems with every content having a teething period and for it to always be a struggle. Makes it that Yoshi is out of touch with his own game.
Hardcore content is going to be a massive failure, and that even then there still won't be any relevancy to BLU because they'll purpously keep it undertuned for more work in future but being able to be lazy and do less work now.
blu doesnt fit into the duty finder paradigm. Its not every role, its its own type of thing. No dps has that heal power, no dps has that durability. No, it cant raise or esuna like healers, No it cant mitigate as well as a pure tank. But no dps even has the possibility of tanking, and no dps can output that much healing. Its clearly a hybrid
Titan egi would like to say hello to that, and clememcy and vercure are still up there in terms of healing, not as beefy as WW, but they still make soloing and 8 single class parties work. Also they did talk about how unworkable it was when they announced the job, it was like one of the main reasons they gave.
Learning mechanic =/= Limited. They're not exclusive to each other, and BLU is the result of Yoshi unwavering from his vision and inability to do something creative. You could do BLU like any other job but make Learning from monsters from Job quests, so it's still BLU Lore wise. It still goes back to what I'm saying about SE choosing the lazy yet more work in the future than choosing the right path of finding the good middle ground of adapting. I mean, DRK isn't like what it is in the other games, why can't BLU have a FFXIV adaptation? Yoshi just spews excuses after excuses, half-promises and disappointing compromises that ends in let downs. Remember when he said BLU had to be Limited because "Level 5 Death O12S"?
You can have a fully developed kit while still being able to have it be unlimited while maintaining its Learning system. BLU right now even shows that it can compete at level 50.
the first reason he says its not a job is the learning mechanic. And when you look at what they did with cross jobs, you realize thats a major feature of the regular job system. They want duty joining to be easy, straightforward, have few impediments, and they want players in your duty party to be fairly predictable, and similar.
titan egi has noticeably less enimity potential than blu, WW is pretty signifigantly more powerfull than vercure. Rdm/pld cannot heal on the level of blu mage.
at level 70, white wind would be twice as effecient hp/mana wise as cure II with aoe.
and this is all with just the level 50 skills.
Because it's from a really early vision of Yoshi-P. As I said, the 2 aren't mutually exclusive. Take SMN for example. Would you play a SMN in BLUs condition, you have a full range of fully kited Summons, like 8+ but you're level restricted, DF restricted and you have your own Masked Carnival. SMN is pretty disappointing being a SMN, would limiting it allow it to reach its potential or should SE rework or expand on the idea so it can have a better identity while being unlimited?
Also, SE shouldn't coddle the playerbase, especially when we have literally a novel of a thread on bad DF experiences on forums. Let people take responsibility for their actions, from not having skills to not using it.
I don't really have many issues using party finder to get blue mage groups
you can say that SE shouldnt feel the need to coddle players in the DF, but its clearly a huge priority that has shaped everything job related for years. We have well defined similar roles for jobs, specifically so that DF finding is predictable and easy. They said they specificalky felt rdm could not be a hybrid in this system. They cleaned out cross job abilities, and completely removed remenants of the class system so that abilities of your team are straight forward.
I'm not saying its right or wrong, but its clear that to SE dutyfinder considerations are very important in job design to them. They definitely could make it less rigid and simple, but they have consistently over the last 6 years gone the opposite direction. It would be surprising if they changed directions now.
Not necessarily that surprising.
Given they're adding in the Trust system that will allow people to bypass the need for reliance on DF being highly populated and straight forward (Since players will be able to do their MSQ duties via Trusts solo)
Since MSQ duties is literally the main reason why they've put so much emphasis on DF usage - Be it through buffing its exp rewards so it's the most efficient way to level up, by streamlining jobs and ability gain so you don't have to worry about anything except clicking join roulette, by sticking exactly to the notion of the trinity with no hybrid potential.
It's all to get people into DF so that MSQ duties are always populated so people can progress.
Trusts completely bypass this need. Especially if Trusts later evolve to encompassing pre-ShB duties too (Squadrons cover some of them, especially some HW ones but not all of them, especially not trials or the 8 mancutscenesdungeons)
I disagree, White Wind isn't enough to be a healer in content. If you had 2 BLUs healing you in O1, you'd wipe, even in normal mode. Hell, BLUs can't even heal Weeping City without help from other healers. And 2 forms of mitigation does not make you a tank. It is missing some pretty crucial role actions to do its job. So what can BLU do? It can DPS. It has a DPS rotation. It has DPS role actions. It is a DPS. Just like a heal and a rez doesn't make you not a DPS, an AoE heal and a defensive stance does not make BLU not a DPS.
if you were level 70, youd be able to heal 40k-50k hp every 2.5 seconds, now, i dont know what type of output healers per second are supposed to have, but i feel like a tank should have a hard time dying with 2x that heal amount. yeah, there are mp considerations, but even with 5 seconds per heal that would be massive.
regardless, my point is not that blue mage are better healers overall than healers, merely that they go way beyond dps regular limitations in healing and tanking. Its not questionable that they can do it outside of savage, which is where the vast majority of players play/use DF
I think what was being raised was that certain bosses have attacks that either deal very high damage or reduce the target/party to 1hp, meaning White Wind suddenly isn't so good in those types of situations. Like you would not be able to pass Cid in Orbonne with the Cleansing Strike because of the health needed to be restored in a short time. Restoring 40-50k is only good if you can stay at near that amount, it still couldn't replace an actual healer.
They don't go "way beyond" though. They have one gimmicky heal that doesn't actually heal that much most of the time. A situation where a BLUe would need to heal 40k-50k HP simply makes it impossible for it to be good at healing. If the party has taken that much damage, the BLU is also missing 40k-50k HP as well, which means WHite Wind is not healing for 40k-50k HP. So unless BLU can magically avoid all raid-wide damage, it isn't going to be healing anything better than a Red Mage or a Paladin. I understanding seeing the big number at cap seems overpowered. But in a real situation, it is useless.
huh? they can let the tanks hp get low and heal full. most times the healer is not low hp. even if aoe does half hp you heal everyone full. if your healing the tank, you have full hp most times.
its not useless at all. Only in the case that it takes you to 25% hp or lower is it bad. 20k aoe heal is still stronger than other aoe heals by far. Have you ever actually tried to play with blue mage healing? its pretty potent. Its the special situations where it misses out.
Have you played a healer? That kind of healing isn't ever needed. Why Would I spend a whole GCD on a party-wide heal just to heal a tank? 20k HP is pretty basic as far as raid-wide heals and recovery goes. In the only situations that require a heal that huge, BLU is either losing a GCD with an unnecessary amount of overheal or can't do the job healing at all. A BLU popping White Wind every time someone needs a heal isn't a decent healer at all. And in those cases, even a PLD or RDM can do just as well. Stop thinking about the big number and think about how the situations are usually handled and why White Wind is terrible at it.
your concept of overhealing is irrelevent, the heal is based on your hp, you would require big heals if let your tank get low enough to heal a big heal. You use a gcd because WW uses a gcd. its no different than using a cure ii.
i feel like you think you are going to use the same strategies and tactics a regular healer would use, as a blue mage, you wouldnt. You basically dont heal until they are lower hp, then heal big. Playing with blue mages is a bit different than regular party strats/tactics.
thinking about it, i guess you are assuming you already have healers maintaining everyones health, but yeah, if you already have all the healers you need the blue mage wont use heals.
https://www.youtube.com/watch?v=MZn_xnSz020
all blumage vs level 50 content
What duty finder content would I be playing with only one healer aside from 4 man dungeons? What I'm saying is that a normal healer would do the job better than anything a BLU could try to do. That GCD matters. Because in the flash of an instant, other healers can get that tank healed back up without using a GCD at all. That makes them better than BLU by default. If you think they are doing that with Cure 2, you obviously don't play healer very much. Use, BLU can be a part of an all BLU comp and heal it. So can WARs. But BLU is not a healer just like WAR is not a healer. A single spell does not make BLU a healer even if it gives you a bring heal number. Things like overheal and GCD use matters. You heal what is needed using the variety of tools you have. BLU is a DPS, just straight up.
I was waiting for you to bring up that bahamut kill. So how does 8 BLU's clearing a thing differ from 8 tanks clearing a think for starters (alexander in heavensward). Also you'll notice the only reason they are able to beat this thing is due to a literal exploit/bug with missle, where if 2 missiles hit at the same time instead of reducing the add to 25% hp, it kills them because the server hasn't caught up in time, you can actually see this in action at 4:35, where the add doesn't die because their exploit didn't work because they mistimed the missile. Sure if the exploit was patched they could go onto using tailscrew, but the chance of that working is way lower, so they would be getting beat out handily by rng
8 blus clearing the some of the hardest content at 50 on level cap. And, if they beat it without missile working at some point, i dont think they would have a problem if it didnt proc. They use it because its there, if it wasnt there, they would use a different technique.
regardless, its clear from that video, they can tank, and heal, and dps endgame content. And this is just with thier level 50 skillset.
also, it interesting how those useless skills you talked about are apparently useful in endgame content