Just what the title says.
It could be longer cast times, the timer, sharpcast, mana-management, anything to make it more interesting that it currently is.
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Just what the title says.
It could be longer cast times, the timer, sharpcast, mana-management, anything to make it more interesting that it currently is.
I think they could indirectly do this by just removing all the movement tools. BLM is just way too mobile for supposedly being the "turret caster". Between swiftcast, triplecast, AM and back-to-circle, it's just... eh.
I feel the class could be quite difficult to play if they just removed all those tools, without any replacement. Also would go with being, well, the turret caster.
While I and a few others would like that, the modern encounter design wouldn't really allow it with its heavy movement.
You would simply punish that job and raise the skill floor instead of the skill sceiling.
I don't think it needs that much. The casttimes being longer again would already give a bit of difficulty back without taking accessibility but honestly, I think that job is due for something entirely new at this point, even as a longtime main of it.
It feels completely half finished nowadays.
I think older iterations of BLM was less about diffculty and more that the multiple avenues of gameplay from non-standard lines allowed people to kind of go "further beyond" and take min-maxing encounters to the extreme (even if the damage increase was oftentimes negligible at like a 2-4% margin that could just be crit diff). When BLM had less movement in the past, bosses made you move less for the most part.
If they could do something like that for not just BLM, but for several jobs, I would be really happy.
i guess what is consider *difficult* for you?
some may think it could be the rotation, the long casting/turret gameplay during x encounter, or just boss encounter design and/or mix of rotation/casting/boas encounter.
its hard to say, just make the job harder, without seeing what they are planning for the boss encounter. the dev choice in 7.0 was to make blm more mobile, since boss encounter require more movement now.
in the past, the job rotatiom was hard, thus boss encounter was kinda less movement to balance. thats why i felt when doing unreal fights, the older trial boss encounter was so easy resolve or even rember. since there is less overall variety of mechanics. all they did was loop them more. arr/hw trial boss.
i cooked up some suggestion in another thread https://forum.square-enix.com/ffxiv/...=1#post6811140
tldr, (go to orig post for reasoning)
-remove mp needed for spells.
-add a debuff on ice spells so next 3 hit from blm will be buffed
-remove the astral gauge reseting when casting ice spell.
-thunder is either condition proc or cd based. hit hard but dont have to full upkeep the whole fight. let player choose where in the fight to cast to take full advantage of dot duration. ie, dont need to cast so often.
-remove triple cast, make that ice debuff spell instant instead.
-reduce as much ogcd, so it does not require blm to have alot of instant spell to weave.
honestly, i would wanna try something new, rather than sticking with the boring f4 spam and thunder dot upkeep we have for many expansion already. (guess why nonstd was kinda fun to do?) so whether my suggestion or dev's idea, i just wanna break the current rotation cycle and also give some flexibility to it.
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**edit** random ideas for evolve mode to reduce button bloat or make use of old unuse one
-scathe > becames the pre60 foul/xeno button to be used in lv50 cap contents. upgrades to foul/xeno as you level up from 50 to 100
-add a ogcd that switch your abilities to aoe or single target. this way all your single target button can be use on multitarget with a switch/press of a button . no more extra buttons just for aoe rotation.
>plays a caster
>mp doesn't matter
sums up about right lol.
even as healer, all caster and healer in 14 need to do is press that ogcd lucid dreaming every once a while and youre fine with mp management.
its like when they removed tp for melee atks. mp should probably need to go, so that theres more flexibility on how your spell rotation should go. no more x amount of fire spell within cycle etc etc.