Blue mage is a wonderful class and wonderful abilities with wonderful ways of getting new spells why limit us from a great potential of a caster!!
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Blue mage is a wonderful class and wonderful abilities with wonderful ways of getting new spells why limit us from a great potential of a caster!!
What are you talking about? BLU is a masterpiece. Never before have I had the dream of maining a class so brutally destroyed. Personally I'm looking forward to future limited classes dashing my hopes of playing them in earnest.
Please let me be put in expert roulette with people that DPS in Mighty Guard and haven't learned Peculiar Light/Song of Torment/Any of the primal spells. Bonus points if they use fending accessories.
I highly doubt Blue will ever be not limited. They will be however raising the level cap as far as I know, meaning the only things they can't do is PvP is 24 man raids.
I don't know when they'll raise the level cap, but I'd assume 60 will come somewhere before Shadowbringers likely... Since that's like 5 months away still...
“When Square Enix sends its Limited Classes, they’re not sending their best. They’re not sending Dragoons. They’re not sending Ninjas. They’re sending people that have lots of grey parses, and they’re bringing those parses with them. They’re bringing unmelded gear. They’re bringing AKFers. They’re Blue Mages. And some, I assume, are good RPers.”
Considering you can get any of the current DPS jobs in Expert where people auto-attack, semi-AFK, only use half their kit, and fail to do their job quests for HW skills or their level 70 skills, this isn’t an argument exclusive to BLU, really. Do you know how many BRDs I see that don’t touch their songs? And every role can enter a duty undergeared or wearing the wrong gear (tanks in DoW/DRG mail gear in the ARR dungeons, anyone?). So, again, not a BLU-exclusive issue.
And since BLU is stuck at level 50, all they’d really need would be a good single-target, a good AOE, a self-buff, and perhaps a DoT to be on par with most other jobs since most were neutered in terms of weaponskills for Stormblood. Job quests already have locks on them until you acquire a certain skill, so make duties the same—in fact, do this for all roles.
Examples:
—To enter Brayflox Longstop NM, you have to complete your level 30 job quest.
—To enter Stone Vigil NM, you have to complete your level 40 job quest.
—To enter any of the level 50 dungeons, you have to have done all of your job quests up to level 50.
EZ.
Uhhhh for people who think Blue Mage should have a wall built around it and stay limited how on earth does anyone expect them to get their spells once this rush is over? Without Level Roulette I wouldn't be going into the dungeons or trials where their spells at, and from what I can tell there's no way to pair that system up with party finder. If Blue Mage remains as it is you will have:
-Blue Mages missing the majority of their useful spells
-Blue Mages unable to progress through their own solo content
-Blue Mages whining about being neglected
-Blue Mages quitting the job due to it being not fun anymore
People who have tried Blue Mage know that there is no way to fully progress through the job solo. It's just not possible even with some of their "game breaking" spells. I'm sure if people have been putting up with people who don't know their job rotation in high level roulettes then I'm sure you'll survive if you get paired with a Blue Mage missing one or two spells.
Give it time, about half year into the future the class will be like any other class.
The gameplay that comes with it is limited and short, they have to change later because its not worth keeping and develop it in the long run as a separate piece of the game.
This thread is delicious. Cry me a river.
In a world where DRK and SAM are locked out of PFs, how the hell do you propose BLU be balanced for raid?
There are things you can do to make matchmaking work (matchmaking totem for getting 49 spells), but BLU will always be limited in some form. Making it otherwise will be a detriment to the rest of the game.
You may not like the answer but: Heavensward overworld and unsync at 60. Or 5.0 patch where skill acquisition gets buffed (you know SEs drill by now)
Guys, guys, guuuuuys, don't worry, BLU isn't even out yet... er, completely. Please just wait another... 6 months or so for the next small addition! You don't even know what it'll be like then! Don't give feedback right now guys, just be patient! By 2022 BLU will be able to be carried through Susano and you can use Ukemi on lowbie mobs! Isn't that cool!? Not to mention if we're lucky, SE will also make more classic and beloved Final Fantasy jobs as dead cont- I mean "limited jobs."
Just be patient, guys. Take a wait and see approach. Maybe that iceberg is super tiny below the surface, you don't know!
That's a good point
BLU as a limited job simply is not fun. I have mine at 50, all spells, all Masked Carnivale completed, Perfect Blue title equipped. The most fun I have had with it is glamouring as Quina and making a spellset of 17 spells that mimic Quina's list in FFIX as best as possible.
- Leveling is fun at first but quickly becomes boring. This is why people do the job change method or take turns with a friend pulling lots of enemies.
- The Masked Carnivale is fun at first but quickly becomes boring. Most fights have a mechanic that requires 1 or 2 specific spells and once you learn that mechanic, even the most difficult fight becomes as easy as level 20 Ifrit unsynced on a 70.
- Learning spells is fun at first but quickly becomes boring. The % chance needs to (at the least) be swapped between trials and overworld. I learned most overworld spells in under 5 minutes and could do it on my own no problem. Trials I needed to either rely on a 70 friend or join a group of people for many hours. It was a nightmare doing Shiva and Garuda 60 times each for both myself and my friend. It was actually easier to solo them with just my 1 friend as so many people dying to mechanics is rough on MP and making sure everyone is alive before the kill.
- The idea of being overpowered is fun at first but quickly becomes nonexistent. All the abilities they claim would be too OP to make this a full job are not even available to be used on most, if not all, dungeon bosses and trials. If they're going to be OP and be limited to playing alone/premade/stuck below cap, then make these abilities actually work. If not, there is literally no reason to not have them be a full job. The most annoying part about this, is that Masked Carnivale encounters also feature resistances to these spells, further emphasizing point #2. If so many things are going to be immune, why bother including them at all? Some don't even make a lot of sense: In Garuda, Satin can be Missiled down but the other feathers cannot.
It would be very easy (in my opinion) to make them a full job.
- Create spell list #6 which is strictly for group play. Some spells will either need to be forbidden from being slotted and will be greyed out, or will need to have their effect changed to set damage, support, or mitigation (like Missile, Doom and Mighty Guard).
- Set #6 will only work if it has a total amount of potency or power. If you don't meet X amount of potency/power, you can't queue; just another check along with ilvl. Also include a max value, in a similar concept like TT card decks.
- If you only meet the minimum potency, it will be due to having several support skills like White Wind equipped. Make this minimum potency equal to RDM DPS.
- If you hit the maximum potency, it will be due to having no support skills equipped. Make this maximum potency equal to BLM DPS.
- Increase MP cost of White Wind and Bad Breath when placed in list #6. This will keep their usage limited to emergencies special damage mitigation.
- Spells that paralyze and petrify can actually stay. They are functionally no different from a WHM Holy stunning trash packs, a BLM sleeping groups in low level dungeons, or a PLD pacifying a boss. If an enemy is immune to Sleep, make it immune to paralyze (seems to be the case with bosses already). If an enemy is immune to stuns, make them immune to petrify.
Since we are limited to only setting 24 skills as it is, it should be very easy to balance. It would echo FFXI's system of each spell being worth so many points. With the types of spells BLU gets in this iteration, it wouldn't likely be very cookie-cutter, either. You'll have some BLUs that prefer to focus on some support via various enfeebles and WW who pull the DPS of a RDM, you'll have some BLUs that prefer to go all out with damaging spells who pull the DPS of a BLM, and you'll have some BLUs that fall somewhere in the middle pulling the DPS of a SMN.
The one thing I'm really unsure of what to do with, would be the spammability. As it is, you pick your best potency spell and spam it. Perhaps list #6 should increase the cooldown on all spells by a lot, with each cast reducing that cooldown in a way similar to SCH's Aetherflow cooldown being made shorter with each AF ability use. This way you could cast your long range spells in any order you wish and when they go on cooldown, Loom or Flying Frenzy yourself to the enemy to cast your short range/breath spells which in turn will make your other spells cooldowns come up more quickly.
Pretty sure the person you quoted was being sarcastic...
I could admit i was wrong in that before blu came out i told people to wait until it is actually out before they bitch.
But the job really is weak which now one has to question why they were worried about it doing all the current content when one cannot even solo some dungeons, oh yes it is sooo OP, lol
Just way to say thank you SE for making BLUE the way you did, and I'm looking forward to more limited jobs and the expansion of this system as the level cap is increased. :)
Oh yea he was I just didnt fix it cause i was in my feelings at the time but yea the job is really weak in raids how u gonna make it solo and cant even strike down a level 50 in atleast 2 to 3 shots and they claim it's super over powered and your a level 50 and then 1000 needles if u have 2 to 3 enemy's around the power gets weaker I'm like :0 wtf
In the Blue Mage Reveal video the blue mage was shown soloing a cactuar in Cutter's Cry and Shiva Extreme, but in live this is impossible. Basically we were lied to, Blue Mage is not the solo class we were promised. SE should either stick to their promise and make us OP as hell in dungeons or remove the limitations that prevent us from joining duty finder, because we have no means to solo half the spells and this is unfair to people carrying us at primals for a spell that even after 3 hours doesn't teach the first set of blus.