Holy crap you need to set the Kool-Aid down.
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Originally Posted by
Melichoir
The Gimmick for SMN is what? The ability to summon 'pets' and pets have special actions.
The Gimmick for BLM is what? The Hot/Cold system (I know thats a real stripped down version)
The Gimmick of RDM is what? Insta-cast, with some hybrid melee combat.
These three classes have 3 specific gimmicks that affect their playstyle outside of their actual skills. WHen you boil down what raw skills they have, theyre actually a lot more similar. They all have an AoE skill, a few damage dealers, a dot or two. So on so forth. its how these skills are used in a system that differentiate the classes. They all learn skills in a similar enough vein, but how they use them and when is different.
Alright, if we're boiling things down, every Job has buttons. Some are generic, some are unique, some are OP, some are useless. But every job has them, and at any given moment one ability is better to use than another, that's how we arrive at "rotations". There is nothing within this formula that BLU doesn't fit.
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Now, what is the Gimmick of BLU? It is to learn monster skills. Unlike the other classes, the Gimmick for BLU is the means of how skills are acquired. Not the application of them. They may have some little 'minigame' system (resource management or something) involved, but at the end of the day, the goal of BLU is to LEARN exotic skills and then use those exotic skills as they are to accomplish a variety of tasks. This creates the inherent problem. It's not just raw numbers that matter. Its what those monster skills would do.
Agreed. Again nothing here that defies what a full-battle content BLU should be able to accomplish. They learn skills in a different manner than other jobs, and they have unique skills that no other job can perform.
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Bad breath, as an example, would have to be dumbed down A LOT to work in a party environment. It would be a vastly smaller cone of effect, have most to all its debuffs removed, and likely deal minor damage (if at all). It would need this treatment so it woudl fall in line with all the other caster AoE spells. Then you have to consider which skills get gutted or not. If you make to many BLU skills have utility (i.e, make it to flexible), it would become an almost must pick. To few, and you limit the Gimmick of the class, stripping it of its identity. You cant have a wide array of skills either, because that is also powerful. Having more skills than any other class either means the skills are vestigial, or if theyre all viable, youd end up with an overly flexible class. Again, that would make them must picks in a raid environment. This is a big blind spot in points like yours. You assume power is merely a numbers game. X skill does Y damage, therefore it is/isnt powerful. But its not just skill damage, its what skills do, what BLU would have access too, and how that access interacts with all other classes. For example, if BLU could get Trick Attack, that would skew raid balance hard. Double the up time damage windows without impacting the LB bar, on top of providing everything else it might (buffs, heals, CC, you name it.)
Bad Breath, it always sucks to get hit by it because of the incredible amount of debuffs you'd have to cleanse. But how do these debuffs work in FFXIV? Not every mob is vulernable to them, certainly in other FF games there have been monsters that can resist certain debuffs, so there's nothing new here that can't be dealt with in the context of FFXIV. Bad breath could be a standard conal AOE with various debuffs, but it doesn't follow that every single mob has to be vulnerable to every single debuff it could inflict. In the event BLU got a vulnerability similar to Trick Attack then I'd imagine their damage would be on the lower end of the spectrum since that's at least one thing SE can fairly reasonably balance (at least recently). Keep in mind MCH has a similar, all-around vulnerability but it's different enough to not make NIN/MCH a "mandatory" setup.
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If you start limiting what skills BLU can use and do in a party environment, then you end up chipping away at its Gimmick. The class becomes empty. Its just a caster with a few fancy spells that it learned from monsters. It identity and concept get reduced in scope and people then start saying "SE, you sucked at implementing this! This isnt BLU. This is a travesty!" If they add an extra gimmick to compensate, then its no longer BLU, because the Monster learning aspect is just a more complicated way to get skills, and the gimmick then becomes the second thing tacked on.
I thought you said the Gimmick was learning monster skills? How does limiting party actions affect their Gimmick of acquiring new skills via learning them from monsters? Many jobs now are limited to what skills they can use in "party environment" right now, so it's OK for them to be limited but not BLU? Wait, isn't BLU the limited job?
The rest of that conjecture is basically proving the point for us. People complain about jobs all day long around here, nothing has changed now except the color.
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This is the problem that having it be part of the DF system would end up contributing to. Thats why its hard to balance. They can either give you a game experience of being a Mage who learns magic from monsters, and has to go on some quest or another and must use all the skills he or she learned to win (making the emphasis on learning monster skills), but restrict it so that it cant participate in end game content, OR they gut it, dumb it down, and possibly add a second gimmick, turning it into a shell of what the BLU concept was all so you can take a reskinned thaumaturge to party content. I dont know about others, but I prefer the first.
I'm still lost on this idea that BLU was some super-powerful job that's impossible to balance against others. It never has been. I'm sorry for all the people who've been waiting 7-8 years for them to release BLU only to have it be a Hildibrand side-quest.