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Originally Posted by
Reynhart
I'm pretty sure you could suggest your own view of BLU and it would be received "too powerful"/"too weak"/"not faitfhull" complaints at the same time. It's not that easy to create such a versatile job.
You've tried, then? Thoroughly? Have you see the work of those you'd trust with difficult work attempt it? Don't toss in a slipped premise and pretend its common sense or a widely held myth and pretend its fact.
You've seen other versatile jobs fall flat or be dismantled because of some flaw inherent in being versatile? I can't think of any examples for which that has been true, yet I've seen many a successful versatile hybrid.
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Originally Posted by
Reynhart
First, it would have affected their ability to be useful in content. What would happen to unlucky DRKs that couldn't manage to "drop" their Blackest Night "accreditation" ? And BLU is built upon running around seeking monsters, the other jobs are not. Remove that from BLU and you have simply another hybrid mage.
I never said anything about removing its acquisition mechanic. I very clearly said that everyone could face that same issue and it would do nothing to make them unable to perform in the current climate of instanced combat short of Savage. The acquisition mechanic is a non-issue. People often forget to do their latest job quests and come out fine given the current difficulty. Exchange a forgotten job quest skill acquisition for a forgotten monster-kill skill acquisition and nothing changes. A warning that "You have not yet unlocked all the skills available to you. Do you still wish to queue for duty?" would be apt for both, but is still currently unnecessary.
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Yes, more the reason to not add another opportunity for underperforming. Like I said above, be unlucky enough that you can't drop that one mandatory skill and you're screwed. And the people you're paired with in matchmaking are also screwed.
No. ... No. We already allow for far, far, far greater underperformance just due to player stupidity in ways that cannot be as easily checked. In that context, refusing to use a traditional acquisition system the potential underperformance of which can be incredibly easily checked is ridiculous.
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In theory, you're right, but seeing what they did with most jobs in SB, it doesn't seem to be the direction they want for their playerbase.
Well, what's most under fire with BLU, BLU itself, or the direction it indicates? It doesn't take but a page of threads to randomly choose from to find that more players would choose better in-game guides and support tools over dumbing down the game. If the devs continue to favor the latter, that's on them.
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You're right. White Wind and Angel Whisper are overpowered in the context where you need healing. Bad Breath is overpowered in the context where mobs is not immune to status ailments...Blue Mage is so overpowered that they decided it was worthy a being a Limit Break in two games. There is also something else to consider. BLU frequently has access to more elements that BLM, frequently limited to Fire/Ice/Thunder.
And none of that matters to an MMO. You know what else is OP? Life Surge Full Thrust. Foul. Deathflare. Should I just spam those every GCD? No. Obviously what applies to the turn-based combat of FFI-X will not apply directly to XIV, or we'd all be auto-attacking once every six seconds, for seemingly a Foul every strike.
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In a content where elemental weakness has been removed, BLU would lose that specificity.
The loss of elements being differentiated by a Pokemon-esque wheel makes virtually no difference to how well elements can be diversified in a toolkit. Your lamenting a specifically poor design to the point of ignoring all others, almost all of which are better. You can integrate elements or similar aspects into a BLU-unique combo system, such that ought take a combination of lower-tier and higher-tier abilities to ramp up an element, "spin" it a certain way, nuke, ride that "spin" onto the next phase of play, etc., etc. You can have spells within a specific element convey specific benefits that then synergize with other elemental schools. You do not need to limit all interactions to Wind beats Fire beats Ice beats Wind || Earth beats Lightning beats Water beats Earth.
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I won't lie, it sound extremely convoluted...and it also point how silly "speed" is actually calculated in this game, since your Slow wouldn't actually "Slow" the target.
It slows, just by a variable percentage such that the potency you prevent is roughly equal between being used on a squirrel, a colossus, or Omega Weapon. But fair enough; I made a mistake in giving the full details. Here: % = your potency / target's potency. It's a simple ratio.
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Problem is, at that point, you're not just creating a new job, you're changing lots of formula in the game. A game that is purposefylly streamlined to be available for a broader audience.
You mean, purposely dumbed down... to frequent playerbase complaint. Gutting and hollowing =/= streamlining. Intuitive design =/= convolution.
What's the actual complaint here? That I'd rather a game with so much potential not bore itself into obscurity? If so, you're going to run yourself ragged on these forums ensuring that everyone has the PSA that "SE likes 'em dumb," and without a bit of relevance to show for it.