The only solo video I'm seeing is from T2.
And even then it was enrage strat, spamming white wind and Blood Drain.
Exciting.
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Explain how that is an exploit? It was intentionally purposed that Blue Mages would gain levels quickly, I already said that. We're suddenly supposed to care about a class that really was intended as side content and has no impact on your game whatsoever that they gained 50 levels in a few hours? Unless someone is selling it via RMT, yeah we should care. I don't care if someone power leveling blue mages in an hour or two had some that went to make and eat dinner did the same, it's merely a formality that they did it. Especially since there's no difference with now and a jump potion, even less so since your chances of encountering a Blue in your DF is 0.
You can choose if you want to be in a preformed party with said person. Your interaction is likely to be 0 unless open world or you deciding to communicate with them.
I found your hyperbole in trying to use likes as some way in supporting arguments through the use of likes as creating a toxic environment.
Have well reasoned discourse please, if you don't want that kind of pettiness around here, don't bring more of it.
Killing a mob on your level 70 class, switching to BLU before the server tick registers damage so you get credit for the kill on BLU is absolutely an EXP exploit.
The hyperbolic argument about likes preceded my comment, please actually read the discussion and you will see that my comment was in direct response to someone else claiming "likes" are influencing the discussion and creating a toxic environment.
So you're saying BLU could've been farming their own skills the whole time, instead of requesting a lv70 or 2 to speed things up for them? Blasphemy!
That was even before Blue Mage was a thing.
Power Leveling is also a thing.
Still no impact on your game unless you are not able to hit the tagged mob. But guess what. Even if your cast doesn't technically hit a monster due to server tick, you gain XP I guess we should call those people cheaters too because they didn't actually hit the mob on our end/eyes.
But you were complaining about AFK people. This job was meant to level quickly and SE has said it wasn't something they're going to punish players for (changing jobs), talking about it is frankly useless. I don't even understand why people care so much again, it's so much crying over something again that has basically 0 impact. I guess I'd understand if it were like the Zodiac weapons where it was night impossible to get something done that shouldn't take too long due to people fighting over a mob, but the experience gain had so little impact on others, too many zones and opportunities to level in a short amount of time.
Carried is definitely hyperbole, since the kit was more about acquiring spells and you needed 50 content to get quite a few of them - not just the primals.
Yes which both of you are saying you don't care but still using it in discussion which is actually counter productive in itself, but fair point on your behalf.
Where am I complaining? I didn't level BLU, it didn't effect me personally. But if someone claims they'd like to see more content like this, hold up a second - it's broken af and I'm just pointing out some issues why. The EXP system was not well thought out, I assume the main reason why they wanted open world EXP is to not clog DF up with everyone trying to level BLU. But actual execution made the process pretty cheap. How is sitting around while 1 or 2 lv70s kill everything for you even fun? Cheap leveling system and cheap skill acquisition system with purposefully low learn rates to artificially lengthen the time it takes to complete the kit. And finally, pretty much everyone I know in game that has leveled BLU won't shut up about how their 130 potency is so "OP for group content", it's basically a meme at this point. #130potency
Look, people who enjoy BLU, good for you. My whole reason in even taking part of this discussion is because I want to see new FF jobs that aren't limited. I do believe the community will accept changes they need to make to certain specialty jobs in order to fit in to the existing system so that they can actually "main" their favorite FF jobs. That's what this game is supposed to be - YOUR Final Fantasy. Think about it for a second, would BLU as a normal job REALLY have caused as much uproar as this?
Using niche abilities to cheese mechanics to solo a fight is the fun in it. Even if the process might sound unexciting. Soloing T13 as a level 70 DRK early in Stormblood involved sitting in Grit and spamming Souleater combo to self-heal all day. Isn't exciting when you just hear about it, but it "is" exciting when you're doing it yourself with all the other nuances the fight involved.
The problem with BLU though is for it to solo anything you take 400 years. Enrages and instance time-outs are more of a concern than the mechanics.
The spells as they are currently don't work together fluidly (they do work nicely though). Off GCDs that have casts are too awkward. I could go all day to be honest and disect the spells one by one, but I digress.
Pfft, you kidding me?
The answer is yes. You assume way too much. They already have people crying about class balance in roles that existed in this game for years.
I'm not incredibly thrilled about its implementation either, but I'm no fool in thinking that there would be less uproar if it was implemented as a normal job either.
Let me slide in here for a second. The sheer number of times you have to kill bosses for their skills makes that almost completely unusable as a method to farm for their skills. I've been working on soloing Arum Vale for Glower and the major killer for me is just plain boring: Sitting in Mighty Guard regening magic points so I can move back to a damaging phase until White Wind drains me again is not my idea of fun or engaging and I have been soloing or duoing group content since early WoW.
easy: https://eu.finalfantasyxiv.com/lodes...8f3d8978271a55
The Devs have said it's an exploit, an exploit that the Devs won't punish you for (because it's their fault and will take a while to fix), but an exploit nontheless. Do your research before arguing semantics
Not the part I was talking about.
I am specifically talking about the fact it was grouped in with AFK Blue Mages. The Job changing thing is neither here nor there because technically speaking I also SAID that you get XP changing hitting mobs on a visual due to how the server tick worked WITHOUT CHANGING JOBS (are they cheating too?). So before you cut out parts of my post to try to "Win" maybe understand that I'm talking about the context of how being AFK is an exploit? So even if he meant that was two separate things, and it was a "Carry" it was really petty to even complain about how people were getting XP quickly in a scenario designed for it - that has 0 impact on your gameplay unless you're fighting over the same mobs. Not to mention really, we're worried about people being AFK in the overworld now? If you're in that party, and don't like it, go and form another one.
The job change has been around way before Blue Mages were a thing. It is only NOW a "problem" because people were complaining so much to GMs and telling people they were gonna get banned that the devs HAD to address it to stop all the complaining in general. "Yes it's an exploit, and no we're not gonna punish players for using it" Basically putting two groups of kids in their respective corners to sit down and be quiet.
tl;dr Server tick has long been used in ways to exploit the game before people calling it the XP exploit. Which is ironic because the server tick is there to begin with to prevent certain types of cheating in the game.
XI and XIV are 2 vastly different games with their main similarity being FINAL FANTASY.
People didn't play XI to speed through things, just like people don't play XIV to wait on everything (tho waiting on the DF as a DPS...)
IX was an "original" MMO. I am not saying it was the first, but it was an Early MMO. A lot of things have changed since 2002. We are now in an Era where its mostly about instant gratification, and patience is a lost art. I am Not saying that i necessarily want to wait 6 hours to do something, but not getting something in 10 minutes is just as bad.
FFXI did a lot of things right, and they changed over the last 15 years. They boosted EXP, they added trusts, in general they made a lot of general fixes to simplify the game.
Thats also a Huge difference. FFXI was Not a simple game. But its also not for everyone. If you wanted to delve into every aspect of the game, to get the best numbers you needed to pay attention to detail, and honestly, when you achieved that, you felt accomplished. It took me years to get my first job to 75 back when that was the cap, but when i finally got there, it felt like finishing a marathon.
In XIV when the cap was 50, i had all jobs at 50, and it just felt like a grind fest. Yes, it was faster, but at the same time it was felt like "now what"
Now yes, if a game like XI were released now, there would not be much buy in, people don't want to spend the kind of time they used to on games, not that i blame them at all, i don't have the same amount of time i did. But there were several aspects of XI that i and many others Really enjoyed.
Out of all of the jobs, none Really felt like each others play style. If you played Whm, vs Rdm, at varying points, yes, you were Haste/refresh cycle slaves, but you could do so many different things. And this is where the battle speed being slower actually Helped.
In XIV you cycle buttons, it feels stagnant, 1, 2, 3, repeat. Over and over, 2-3 times per monster. Fighting slimes, 1, 2, 3, fighting crabs, 1, 2, 3, you get the idea. In XI it was varied. Fighting a fire elemental, Freeze 2 or Blizzaja, fighting a coeurl, Stoneja etc.
Comparing the 2 games is talking apples and potatoes. its 2 different worlds with just similar references.
Can't blame people for wanting to see some things carry on, while others would hate it if they did.
Eureka was a sad attempt to replicate SOME aspects of 11. They screwed up the elements, since jobs don't get elemental diversity, they didn't touch on damage types.They literally took the monsters from outside and inflicted a Harsher death penalty than XI ever had. Complain about having to "find a party" like in XI, way different. If you choose to enter the zone, you are there for that reason. Along with everyone else in the zone, shout for a minute or 2 and bingo, party. Its not like searching the people online to see who is in level range, on said job, wanting to party at a given time on XI.
Yes, they are 3 separate points in my statement. For whatever reason you're deciding to group them together and take the whole thing out of context. I never said being AFK was an exploit. If you're going to say "let's have well reasoned arguments please" at least have the reading comprehension to participate.
It does occur to me that the EXP exploit is not new, given it's nature it's likely been around as long as the game has been around. BLU just made it more visible to the community and devs. So, fair enough.
Either way, your Blue Mage about being AFK, is still not even anything but being petty about away time for a class that was meant to be quickly leveled. Exploit or not. It wasn't a reasonable argument. It was nitpicking and exaggerating the whole situation of it being a problem.
The XP exploit goes hand and hand with just exploiting server ticks in general. It's not just about XP, which is what I was pointing out. To give you another example - Ifrit EX has the debuff that affects a healer in the party. The mechanic was to force a healer swap. The debuff was obviously meant for the healer to stay out the entire time the debuff is in effect. However, you don't have to. The reason is because the effect of the debuff isn't constant, it pulses every server tick. So you can actually come in earlier than the debuff actually wears off.
Now don't get me wrong, there was an effect that the job change thing DID affect on the playerbase negatively. That was that Blue Mage couldn't exactly 1 shot Overworld mobs as effectively and players that went around 1 shotting mobs before the other player tagged them robbed them of their Experience points. However, if you did tag said mob before it was killed you still got experience from it. So both people were still benefiting from it.
I get you're being overly petty about a class that has no impact on your game play? It's a class that obviously can obviously go into preformed parties with other players and they can decide on doing whatever the hell they want, including going AFK. If the group is NOT okay with them, they get the boot.
So what is it I'm not getting, is it really impacting you?
Did you not win the carnivale because someone else got a primal skill?
You can't DF with a Blue Mage, it was meant for preformed parties, and they can play however they want so long as they agree with it and doesn't violate SE's TOS.
I'm asking you the same thing? It's not really flawed because people go AFK. So what are you talking about?
There is nothing in there that you decided to refute me with that has any impact on your gameplay.
What's the difference between an AFK blue mage, and an AFK player in general in a preformed party?
That's not a Blue Mage flaw? What is the difference?
They can learn a spell but if only they hit the mob and be alive.
Any other role can also do the following (though in fairness so can a Blue but this problem occurred before Blue)
You can still win a pony if you're dead and AFK, loot on items, unlock further content and story and achievements.
So yeah it's petty to worry about this being a Blue Mage problem.
No, not at all.
Basically you're blaming a symptom for the cause.
There is no difference if the flaw was there before Blue Mage. It has just even LESS impact on gameplay.
Uhh,
We wanted to discuss issues to Blue Mage, not blame it for things that were already in the game. You know like how viable it was based off the info given.
And what about the people who wanted Blue Mage? I mean an ACTUAL Blue Mage, with a definitive goal. Or even the people who wanted their class to be a MAIN, and are angry or upset because its relegated to a mini-game that is already dead?
IF Blue Mage were a soloable class, with the Masked Carnival serving as both a measure of skill and as a place to get more rare blue mage spells or IF Blue Mage were implemented to be able to do standard duty roulette's and MSQ's but restricted from doing current end game content and only allowed after the next patch, one direction or the other, people would be a lot happier. It would either be a definite solo class or a restricted normal class that could still participate and we wouldn't have people unhappy because right now, its neither.
If BLU exasperated a problem that already existed in game, it seems reasonable to include those problems in a discussion regarding the viability of future limited jobs. If for no other reason than to get them fixed first!
But nah, that argument is too "unreasonable"
Except that they were non issues unless you were part of the party involved that was slighted by it.
I mean at least when people are arguing about statements about the live letter it has a bolder point BECAUSE it affects those that are really trying to play it.
A person wanting Blue Mage to be part of a regular job, while I don't have a horse in that race I can also understand because of how the spells have played and how they limited the class.
A Blue Mage getting a spell in a party of preforms deigned to get the spell in the first place is a non issue.
Most complaints stem from entitlement ("But I wanted to main it even though no one said I would be able to") and some weird saltiness over being "forced" to "carry" them on a lvl 70 (because apparently someone put a gun to the lvl 70s head, and they were forced to do it under coercion).
But yeah, the problem stems from "poorly thought out content" and not selfishness and lack of teamwork. Is the DF poorly thought out content too, due to all of the Tales from Duty Finder we all encounter everyday?
For the 15,624th time.. It's about the idea of whether this concept is actually a fun, viable or long-term content structure to base future limited jobs off of. If you hadn't decided to take every. single. comment. out of context perhaps you could follow along.
Wouldn't know, I'm not trying to assume I know everyone's motivation for sharing their opinion of BLU or of limited jobs. Just glad to know I'm not included in "most", all my casters are still in the 50s and I voluntarily carried 6 BLUs through primal fights for 3-4 hours last week since I'm not leveling mine.
Pretty much. There was someone in Novice chat that had complained that he didn't have friends to play with and powerlevel and I told him I'd help and took him and a bunch of other players in a zone people weren't in and power leveled them, I even helped them get spells needed for progression. Everyone got what they wanted and I did it for free hoping they may offer the same courtesy to other players. I did the same thing for most of the week for other players who just simply asked.
It made people more social, go figure...not worse. I mean we had fun blowing ourselves up on Steps of Faith. I went in as a Blue in that fight to demonstrate, and told them I'll be handling the trash when the turtle spawned so they don't have to worry about it.
When someone said they needed tail screw, I had them join my party and I went in a 70 class to help them get the spell.
I guess thankful players that were willing to pay it forward, "Brought out the worst in the community"
*shrugs*
You have to be on some weird stuff to say its "entitlement" for players to want to main a classic Final Fantasy job in a Final Fantasy MMO that you have to pay a subscription for. Entitlement would be feeling like you deserve to clear UCOB without putting in the necessary effort. Blue Mage as a real FFXIV job is a longstanding and completely reasonable expectation.
Its really funny how some people get mad at the mere mention of FFXI but dont seem to care when the same mechanics from other games like wow get copied, lol