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Originally Posted by
Shougun
So your suggestion to a problem is make an entire job built around that problem. . . ? That concerns me...
It's a solution, yes. I don't agree with Square on a lot of things, and I hated the initial BLU implementation at lvl 50, but as it stands now with BLU mage dungeon log and the 100% drop rate of spells on synced content.
It's a fun job that's well implemented to solve a problem. I say that's a success in that front.
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Different colors is hardly something I'd call flavor. But let's say it was just for flavor, if that was the case the job could easily condense the flavor spells into a card system and be DF-able and use loads of spells.
I agree, but balance issues still remain. It's gonna be a lot more RNG heavy than DNC, and the reliability of having Moon Flute only pop up in a 1/80 chance is terrible design.
BLU would suck as a final job if it has to contend with crit AND utility RNG. It would literally be an even worse version of Balance Fishing pre pull back in HW.
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No it's not fine, because they said the job had to be limited because they wanted to give real spells. The point isn't doing old content hard style, the point was they prevented it from being in content due to balance so then they could balance it anyways.
At this point I think we both have very different desires for the job. You want a god mode job that can essentially Missile raid bosses to death, I want a job I can play synced content with.
I'm not gonna argue with this point.
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What you said is hardly true. All the other jobs use their whole kit, or at least if you were playing optimally they would. Some unique exceptions to like a cover ability which has a very narrow use. Also at level 30 you would be spamming one skill still, and if for soem reason you didn't have the good skill at that level you'd be spamming like three spells. Which is a whole combo of a normal job, ah yes, the 1 2 3 combo the pinnacle of other job's mechanical gameplay (/s).
Yeah, and their whole kit is lacking compared to a BLU spellbook.
At least BLU Healer you have an opener aside from Glare - Glare - Glare - Glare - Glare.
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The level 50 to 50 comparison is absolutely a good comparison, a level 50 job has more mechanical gameplay than a level 50 blue mage that hasn't done PF content. A level 50 job that hasn't done it's job quest STILL has more mechanical gameplay value than blue mage that hasn't done PF. A PF kitted blue is mechanically similar to a regular job (though the power level is obviously different).
That's obviously not true at all.
Are you having fun throwing just throwing Shurikens with one Mudra?
Are you having fun with a Warrior who's essentially a Marauder with no InnerBeast?
I'd argue that Overworld BLU might be the same amount of fun as a job quest less class, but saying that the job quest less class is more fun is obviously not true, and is hyperbolic.
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DPS blue is less mechanically interesting than a normal job, healer blue is only so well touted because the normal healers had their damage rotations gutted- if they hadn;t of done that healer blue would also be less valued than a regular healer. Tank blue is just pure bad, agreed.
I'll give you healer blue but only because what they did in ShB made a lot of healers feel it's too simple / boring, and blue mage here has all of it's damage spells still. It, as many healers argue, shouldn't be this way. Though I personally think one healer being simple is good for players who need/want the simple life, yet for the rest there should either be changes or a new job that meets that desire.
DPS BLU being less mechanically interesting is something I'm leaning towards to but the very fact that BLU has 3 playstyles is a big plus for me essentially makes the job as whole a lot more mechanically interesting for me.
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Hard disagree, that the game needed this blue. Agree that it's a grind.
It's subjective. I won't argue with you at this point. I already said that the game needs something to do, so that's there.
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Also hard disagree, even though the jobs are trimmed they have all their buff windows, ogcd, interworking combo/utility kit, the normal jobs are STILL more mechnically interesting than a full kitted blue. You've got a buff window in blue, ooo... that's been in the regular jobs since like level 20.
A single job that can function both as a healer, a tank and a dps combined is a lot more interseting than a WHM spamming Glare or the MNK having the same gameplay from ARR to ShB.
Yeah man let's just press this button the moment it's on cooldown.
Oh yeah man let's just press Delirium so I can press Fell Cleave DRK edition.
Oh yeah man let's just press Requiescat so I can press Fell Cleave _long range_ edition.
Oh yeah man let's just click Inner Release so I can press Fell Cleave Original edition.
I do somewhat agree on DPS BLU, but on the job as a whole, nah. It functions a lot better than synced down jobs.
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First I never asked to gut the healers so I don't know what cute sort of protest you're trying to do there but it doesn't apply to me. If anything you'd be opposite of wrong since not only do I want blue to have more complicated mechanics but I also spent time to suggest a damage based healer.
Second obviously the kit would have to change if it became DF-able.. so I'm not going to even comment on what it can do. Although there are many options on how to do that change, some even leaving alone the limited side, like having a set of skills that have a balanced "df" variant, though that's hardly the only option.
I know you didn't said to gut healers, but if the people who "balanced healers" are the ones who's in charge of "balancing BLU for DF content", then honestly I wouldn't want to play BLU again.
If BLU's gonna be gutted to fit the mold of a "DF-able job" then I vote against it.
If BLU's gonna be "DF-able" with its current kit, then I'll also vote against it.
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Originally Posted by
ReiMakoto
Off Guard is just Trick and shares a recast with pec light so with 1 blu in the party wouldnt cause stacking issues.
It's another Trick Attack with no "LB generation" disadvantages. Of course that's gonna be good.
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White Wind has been balanced before in other final fantasy games, and as it stands would be quite situational in a current raid environment.
Which will gut the skill. I'm not up for that stuff.
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There would be little reason to cast gob skin if blu was a dps in the party as it is essentially just a succor and you have a healer for that and the effects dont stack
Extra mitigation in a double regen comp will not be turned down by any party.
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Diamond Back would be incredibly situational to use in a raid environment unless you were trying to run a solo tank strat, which presents its own quirks and issues.
Diamond back is an extra immunity for the party. That's really big for prog especially.
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Also you make these declaritive statements about the ranged role being phased out, that would certainly not be the case, like what happened at the start of ShB they would be tuned in such a way they they could not outweigh the 1% dps buff for party diversity/ the limit break penalty, thats just a matter of tuning the numbers, you can't out utility a raid boss in ffxiv due to enrages.
Sure Farms and Clears would probably not gonna be affected as severely as Prog parties are, but it's perfectly reasonable to consider current BLU broken in terms of what utility it gives out, especially during Prog.
And BLU would literally need to be gutted DPS wise to account for its utility OR BLU will need to have its Utility gutted in order to be DF-able; something I don't agree with.
One thing I could be in favor of is to have the job not generate LB at all for the party, but that's really debatable in implementation.
Off topic: I'm going to go ahead and come back to this conversation later. I'm slacking too much at work.