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I play blue Mage on my alt main and found it okay fun, but what killed me from touching it again after hitting level 50 was collecting the trial and dungeon spells.
That, and it's incredibly underpowered.
BLU is far from perfect. The spell learning needs to be adjusted (more open world/less primals).
I also feel its underpowered as a limited "solo" job. They should at least double all potencies.
As sure as others are, that BLU could be a normal job, I´m absolutely sure, that BLU would never have been implemented at all, if not limited.
Also letting a limited job into DF won´t work. What might work is a limited job roulette (dungeons + hard primals).
I really hope, they don´t scrap the limited job idea, just because BLUs implementation was a bit "difficult".
There have been a few marketing mistakes in my opinion
- calling BLU a job
- putting the word "solo" on it
- the leaks that didn´t mention the limited part
- capping it at lvl 50
I´m looking forward to 5.1 with the new spells and lvl cap and i really hope SE doesn´t get discouraged by the rage and tries more limited jobs (that never would get implemented otherwise).
I still stand by just marking skills as "Tank/heal/Dps" and if a BLU queues it they pick which role and actions they are allowed to use. Sure some older stuff may need to have skills adjusted, mainly 1000 needles probably. Though, I admit the novelty of the job was fun for a short time but after that wore off quick, its kinda like...why bother to me. Don't get me wrong I would love if it was able to break the limited mold and become a real job, but it being a limited job kinda worries me about future jobs that people have been wanting like Beast Master.
does Blue mages "tank" stance still weaken it?
somewhat funny considering no tank stance does that now
BLU should just have a duty finder load-out and when you've collected everything for said load-out you can queue.
Good luck with that. They didn't even give smn decent summons, or rdm refresh. Highly doubt they will let bluemage reach it's OP potential in this game.
I mean if they let it in the DF for just the level 50 content its already pretty balanced, slap a no self destruct in DF restriction and just let them go honestly, theres nothing else BLU can do that other classes cant, and its damage output isnt even that great compared to the other 50s
BLU is in the DPS role, so it'll likely be a DPS. I don't mind it being multiple roles, but I'd rather they get it allowed with one role before we do anything else.
The fact that this post has so many replies and so much heated feedback, and the most we've gotten from the devs regarding this topic is a rather insistent "but they haven't seen this part of our idea for blue mage!" is absolutely heartbreaking.
BLU's been my favorite job for a long time, like I'm sure it has been for many others. So, to see the development team give up on trying to adapt it to XIV's system for some flimsy reasons involving "class fantasy" and "overpowered-ness" (despite the fact several jobs already in the game could fall under these excuses), it's just a sad sight. It brings me back to the mindset that was had in 1.0, that the playerbase didn't understand the dev's vision, and that they could just make it better later. I don't like that thought, but I can't shake it.
As far as I'm concerned, 5.1's changes will likely be a band-aid on a bullet-wound. Maybe they'll add more content that makes this idea of BLU better, and maybe it turns into something a little enjoyable for a few days. But it's not going to take away from the frustration many fans of this game are going to have when they have to pass by their favorite job, knowing it's just side content.
There's a lot that needs to be fixed here. Rebalancing BLU so that it can play with the other kids would be a good start.
I don't feel as if it is late enough in the contents lifespan to decide whether the job was or is not a success. I believe that at least waiting until 5.1 to form a concrete opinion would be more prudent, it's similar to judging an entire raid by it's first tier. We just don't know how blue mage is going to pan out.
I don't feel like this content being a success or not really matters, as harsh as it sounds. If I'm being honest, I personally found it to be successful at creating some small-time diversion from the game that let you fool around with wacky spell effects and mini-fights. But the point is that nobody asked for that. The most I think people asked for was a reasonable request to have it adapted to fit in XIV. And to be frank, there was no reason why it couldn't have--besides the devs deciding that this time, it needed to be an exception. So, really, the turnout of the content is more-or-less moot.
I feel BLU could pretty easily be turned into a support-oriented DPS; something akin to a caster variant of DNC. Its endgame in traditional FFs usually has it fall behind the more specialized jobs in damage, resulting in it adapting to become a jack-of-all-trades, master-of-none support job. I think if they took that idea and rolled with it, they could create a pretty unique job that stays close to the "job fantasy" they're so insistent on maintaining.
Consider how they did MCH this expansion (added a selfish DPS to the formerly support category), I see that as well. I'm all for it, I just want the job to be one allowed in the DF.
Why don't they just add a duty set of the spells they feel are most balanced and test the job in 5.1 for the duty finder. Either way it would only be usable for level 60 stuff which is irrelevant content.
They might be surprised and it actually works for group content. Worst case scenario they can always reverse the change and restrict them again.
The simple answer is straight up they just don't want to. They don't want BLU to be a normal job. Everything else is just an excuse.
And this more or less sums it up. It is entirely possible to make the Blue Mage into a job that can do duty finders, you have a required set of spells you have to have to enter the dungeon before letting it be unlocked, but they don't want to do that. They would also have to take time to rebalance Blue Mages since their damage is lower then it should be due to lacking a proper weapon ((No, the scaling doesn't make up for it, I ran it against a level 50 red mage in comparable gear and Red Mage's Jolt was dealing more damage than a juiced 130 potency Blue Mage attack, which should have been dealing roughly 20% more damage than Jolt. Instead it was dealing about 10% less)) but otherwise, Blue Mages only really excel at dealing with trash mobs. Oh and White Wind would have to be adjusted to fit in with the new 10000 MP limit, since it's cost was its limiting factor before but after the MP changes they just sorta forgot about Blue Mage and didn't adjust it so now we can use White Wind a whole lot more then we should be able to, considering its utility.
Also, there is NO REASON why Blue Mage shouldn't be able to run with Squadrons. Zero. That particular limitation just felt mean spirited to me, a way to force people into the Party Finder to have to run with other people to get Glower.
If you want a shot at Yoshi P addressing BLU as becoming a potential "full" job. Please up vote any questions pertaining to BLU on the Q & A thread for the next live letter.
http://forum.square-enix.com/ffxiv/f...98657/?page=42
That link doesn't seem to go to the place you want it, I think you meant:
http://forum.square-enix.com/ffxiv/t...s-Questions%21
Also I'm curious if:
Would also apply to Blue Mage, in that they don't intend to answer (or at least most) job related questions?
np :) and I agree it would be nice to hear any news about Blue Mage.
BLU was supposed to be overpowered and broken. Instead they mistook overpowered for gimmicky and screwed the scaling to top it off.
Limited jobs were a cute idea in theory but history is littered with cute/interesting theories that were eventually tossed into the dustbin for being shortsighted.
And just like I predicted, stronger mobs and all or close to all bosses are already immune to broken mechanics. They've backed themselves into a corner with this idea, where the class is functionally one the weakest of the DPS ((Dancer maybe not included, haven't run any tests there yet)) with some interesting utility ((That can be rebalanced again, when they revisit MP costs for Blue Mages are revisited)) but that don't have any strict reason for not being allowed in normal content. Throw mobs with essential skills into the carnival ((Including soloable versions of the primals)) and have a check list required of active skills ((We already have something similar in the blue mage spell book, have a second spell book marked required for dungeons with an 'at least one of X skills')) and that puts it where every other class sits, requiring the player to put a little thought into how to play the class. What you'll have is a job that has a good chunk of front loaded damage that doesn't require a particular class mechanic that's really good at AoE and can take some of the burden off of healers, allowing said healers to DPS more effectively to make up for the Blue Mages lack of damage while not letting them strictly replace healers.
It won't happen, of course, I get the feeling the 'limited job' thing was offered as a way to shut up people who were being vocal about wanting certain jobs that would require more work than other jobs without having to go whole hog into the design.
Thank you for fixing the link, and I'm hoping they just ment job ability/potency adjustments. Maybe we are lucky and this will fall into a systems question ? I can only hope we get some sort of update.
Yes, please. I want to use BLU in normal gameplay.
Turning BLU into a 'normal' job that can queue for stuff doesn't have to be complicated, even. Design a rotation and gameplay for BLU then class the spells around it and make spells of the same class have similar potency/damage. So many of them are exactly the same with slight flavor differences anyway, so it doesn't matter if their potencies are normalized and the added effects work in nothing but open world.
If BLU has a gameplay setup and spells are classed properly, then the spellbook can simply have slots for each part of the rotation/ability set. Select your favorite skills for each slot!
>Slot in a single target
>Slot in a single target off-GCD
>Slot in your flavor of AoE
>Slot in your flavor of DoT
>etc
Then give them maybe two or three utility slots to bring anything they want. Have the Masked Carnivale or Job Quests guide them to or award the bare basics for these slots so that people who don't want to hunt spells do not have to. Bam!
Main downside is that the likes of White Wind are probably going to have to be nerfed, and I'm okay with that. I like the job, I like its spell set, I don't think it's impossible to bring it in line and satisfy those who want a real job to play in real content without sacrificing BLU's current flavor.
Worry not, white wind would probably only get a minor nerf, because despite how people obsess over how strong it is, it would not actually be that unbalanced in a raid setting, (espeically if they just upped its mana cost to veraise levels), because there would rarely be a time where getting the BLU to spend a gcd to heal the party would be optimal, and the few times it is, well, thats just utility. This is because in a raid team you'll only ever have 1 BLU, and healers have such comprehensive ogcd kits, that they can heal up the party without needing to spend gcds, and if they are in a situation where they need to spend gcds, likely the whole party is on low health, in which case white wind is useless anyway. And before someone brings up "Oh you could cover/bene the BLU so they could white wind the party up). First casters have a low health pool, so it wouldn't top everyone off, 2, why would you do that instead of an ogcd, 3 why would you use that instead of say a cure 3, because im assuming a BLU spending a gcd to heal is more of a loss than a healer spending a gcd to heal. If there is a situation where White Wind would be strong enough to be the defacto strat, im sure it would be quite niche
Or they could normalize the dumb abilities that are useless to begin with in solo... which hardly exists at all in a mmorpg like ffxiv, what is the point of saving anything BLU currently has for something that doesn't exist (solo game)?
I think it's just realistic at this point to look at what BLU's development was like time and objective-wise.
Job required very little effort to develop, 1-50 and all abilities are already in the game effect-wise.
They never had any intent to make it a full job or else it wouldn't have been developed as it was.
The cheap and short development for BLU could still have been used to develop it into a real job using these abilities as it just required them to have CDS, traits, and unique methods to activate the skills.
Was the objective of the job meant to just boost subs before ShB? Probably
would anyone propose to make a job for solo content which has never existed in the game? Apparently so, but I doubt that was actually how this happened. It's still a flimsy line to say they just wanted to develop a "side game/solo job"
Sadly, I don't think BLU is ever happening just like I doubt more genders for the other races will appear. but we'll see
the final solution to the blue mage question:
1) make it a 1:1 with XI blue mage
2) give blue mage a tank stance, a dps stance, and a healer stance. introduce combo actions but they're only available if you're using the correct stance. rework the job quests to give you a selection of 1 role skill per quest, with the rewards you do not pick being available to acquire in the overworld
Idc what they do, as long as they make it actually playable in more than just 1% of content (aka, make it a proper job) I’ll be happy.
I will not act like I have seen blue mages in other FF games since I did not play them a whole lot but the impression I was getting is that Blue mage could do anything. So, what I thought I would see is a very unique job that could literally switch roles in the dungeon if someone was to die. I kind of low key wanted this but at the same time I could see how this might be considered OP. The only next best thing is that we could learn all sorts of spells (which was awesome at first) but then for some reason they gave us a lot of the same spells with a different mask. It was weird. I am only stating my thoughts and just bumping this to show support for a genuine Blue Mage.
Honestly it even has a interesting concept for a DPS job
With all the spells that synergize with each other
Like the petrify and Drill combo or the bubble lightning combo
What would really need to be changed for BLU to shed its AIDs? All I can think would be:
-a level restriction on 1000 needles (40+?)
-a cooldown on white wind (15-30 seconds?) or remove it all together
-change mighty guard; why cant it be more like the classic defensive buff anyways?
-tone down or remove the self destruct combo
That really doesn't seem that hard. I'd main BLU in a heart beat if I could. At the end of the day, I'd rather play something with my friends than not at all. Limited jobs are a mistake.
The restriction I would add to self destruct is "Can only be used when you are the only party member, or only party member alive" this restriction could be rationalised as self destruct is "Too dangerous and a last resort", that way it keeps its power for the carnival, and cant be used to grief DF
There's plenty they could do, it's a matter of them not wanting to.
the issue is what you want them to do is problem not every combat job has to be tied into raid and dungeon yet you all have not been able to accept it. I suggest allow blue mage use for squadron machinac so it level faster not to access to the raid and dungeon. this maybe large mega thread but you all want them to change they plans and what they intend to add for your desire show that you can't adept to they plans or they ideal. see a expansion is sum of it patches and the original expansion content.
people who can't accept change at first get anger at ideal of combat job the not bound to the raids/dungeon but evenaulty you going have accept that they won't change it because as they want it to be. I come accept that blue mage won't be tied to dungeon and raid I think that a good ideal because it won't be force players to enter the rinse repeat raid/dungeon machinac it let players have fun with ffxiv the way it was design to be. this what a mmo it usually about to have fun blue mage is first job where players can have fun without feel pressure to grind for gear.
your also a minority group of players who are demand it change you don't speak for rest ffxiv players. so your miniority tried push your demand on a majority of the playerbase
We don't have a problem with content that isn't raid or endgame. In fact, all job should be able to do something fun and as side content. The Carnivale could have been a fun monster arena that all jobs could do with logos actions. It didn't have to be tied down to one job. The problem is that the job we want to play, to main, doesn't allow us to. The job we wanted is shuffled off as side content for absolutely no reason other than "That's just what we want."
You also have no proof if we are the majority or minority, so please stop accusing our side of things.