i'm very willing to wait for blue mage to become something more than a one-and-done experience.
Printable View
i'm very willing to wait for blue mage to become something more than a one-and-done experience.
They need to make it a viable job at its current max level (and future max levels) before they make it into a full job. As of right now it's fairly underpowered when it should be godly with its limited status. If their intention was to always keep it limited then it should be perfect for soloing content, maybe even extreme primals or raids. Not with current content extremes or raids, obviously.
Purposely holding back Blue mage to be Limited forever is such a weird decision. They would get more out of letting BLU run any content level 70 and below synced through duty finder than making us get new spells in rng fights where we need non-limited jobs. I don't think that many people find running dungeons/primals 15+ times to get a spell, much less the people that have to carry them on a real job.
But yeah..all BLU needs is a job gauge and some "elemental mixing" mechanics where mixing elements results in big damage. The way to make them unique as a caster is to make them the combo mage.
Mix water spell with lightning spell for big damage on the target, but you have to spam the same weak water spell 3 times before casting the big lightning spell for big damage. There's many ways to make any caster feel unique, you just need a creative mind.
"Oh boy I didnt see this thread ever coming up." Said no one ever.
I think they really should have just made 2 blue Mages
You would need to level limited blue to 50 and learn at least 30 spells to unlock other blue mage for continuity sake
Carnival and limited blue could just be akin to bards performance.
Try to keep in mind we have only seen half of the content they have initially prepared for Blue Mage, the rest coming in the 5.x series. While I'm sure they are keeping track of all the blue mage feedback they likely will not do anything about it until after we have seen the full implementation of blue mage as a limited job and been able to give completed feed back.
That being said. I'm glad to see people still feel passionately about making Blu a full job and I hope one day it does come to fruition.
Here you go buddy!
http://forum.square-enix.com/ffxiv/t...our-support%21
What open world ideas? The week that the open world was alive? Why does a job need to be neutered for engaging open world content to exist?
Unfortunately the devs will not even consider this until they've released significantly more BLU content and still see people dissatisfied with it. I imagine the feedback to make BLU into a real job is largely being ignored now because "we haven't seen enough" of what it has to offer.
No. Just no.
As much as I would love this, they would have to rework the job to fit the "Quota" as the other jobs. I would be love BLU to be a full job as well.
Just recently started back up and picked up BLU a few days ago.
Like others, I'm perhaps agitated by just how many spells are locked behind dungeons/raids and how you can't just remotely queue. Given I play more late at night, this makes relying on the party finder a difficult option. I've been able to solo Mind Blast from Tam-Tara and did a slow run of Cutter's Cry to try and get the chimera spells, but not getting those with how long it took just to get to the boss at my gear level was pretty groan worthy. I'm also going to have to hope I can find people for Aurum Vale so I can progress the job quest, too. That aside, I'd say I'm probably seeing some of the balance issues others have been hinting at, too. You can't 1000 Needles everything forever, but I've yet to find a decent ST alternative spell in my current kit and the AoEs have been more a factor of fighting 2+ mobs to determine viability over 1k.
From the QOL perspective, it was refreshing to level so quickly. I couldn't cheese like I see some doing with BLM as my only 50, but it was still pleasantly fast compared to trying to grind other jobs through FATEs or dungeons. I don't expect everyone else to get the same treatment, but I do think its suggest a reconsideration of other-job leveling rate. Just bumping FATEs up 30% would be welcome, though average mob killing could benefit from some boosts, too. Or improvements to the Hunt Log, whatever. Yeah, I know it's not so much a BLU problem, but I would say it's spoiled me having taken other jobs toward 30 since coming back.
Overall, I wouldn't complain if they tried to push it more toward the traditional route, but I also wouldn't be averse to a new DF category where you need at least 1 BLU in the party to access, spell learn rate increases per BLU, and it's otherwise uncapped to bored strangers can help and walk away with tomes/EXP/whatever. Expectations of just fleshing out the player's toolkit handled, then we consider more general integrations into the job pool.
Honestly I don't think people would complain if it could become a full job but you had to actively seek X number of role skills. Wanna play BLU Tank, learn 10 / X skills and you can. Label skills to only work for X role and done, open world content and you have no limitation on the skills
What they did to BLU is horrible and the first real blunder I've seen since ARR.
Leaving it limited doesn't make any sense since the class isn't even strong to begin with and requires other people willing to waste their time helping you to get your spells with very low learning chances (looking at you, primals).
So much for the "Solo" job indeed.
The devs managed to balance jobs which seemed impossible to add into the "trinity" like Red Mage, Bard and soon Dancer, I'm sure they could have made something for Blue Mage aswell.
How about a job gauge which builds "blue magic" when casting weaker spells and then allows to cast more powerful spells after a certain treshold (like primal skills)? How about more interactions between spells doing combos like the chimera ones?
Saying that people would discriminate against Blue Mages because of not having the spells is also another lie since learning is pretty much a fancier way to do your usual job quests, how about gating those behind even more spells to get people to learn "for sure"? Maybe even making mandatory spells learned during a quest, like with Water Cannon?
And don't make me talk about the "Can kill Bosses with Doom!!!" excuse since most things are actually immune to it as it should be... for a regular balanced job you know.
If I, a simple fan, can think of a solution I'm sure skilled devs like the FFXIV ones which made this amazing MMO could have easily come up with something even greater, the sad thing is that it feels like they didn't even try.
Go on and watch the Fanfest reveal, people were screaming for excitement followed by utter silence at the "Limited" part.
That was akin to a giant slap followed by a giant laugh in the face of someone who saw their long awaited desires shattered in an instant.
I really think that Yoshi-P and all the devs, which up until now have always been very close to the community, should reflect on that.
Nah, just make it more overpowered and let us learn more open world spells and less primals.
Im looking forward to more spells during 5.x.
I have plenty of other jobs to level to 80 when ShB comes out. Thanks though.
I'd rather BLU remain side content with some additional tweaks and features added to it. More incentives for BLU parties, unique rewards and items, etc etc. It's a job designed to not care about the others, go nuts with it, SE.
Also... "Open world ideas"
Acorn Bomb > 1000 Needles > Acorn Bomb > 1000 Needles > Acorn Bomb > 1000 Needles > Acorn Bomb > 1000 Needles
Best open world content ever! :rolleyes:
Honestly, they can just make BLU work for both aspects without needing to make 2 jobs/2 soul crystals.
It's simply a matter of thinking about a way to implement it.
Since, once you have a way of ensuring a division of the "Imbalanced" aspects of BLU and actual content, then you're free to go absolutely crazy with it. Since you can make as many totally busted spells as you like, without it ever having to be a concern while balancing. As well as being able to limit the pool of spells that need to be balanced against other jobs to a manageable amount.
Sometimes I think they made BLU a limited class because it's the "weakest link," not overpowered. xD Most of the skills are useless, the OP skills are pretty true to the classic FF games in that they rarely ever work (gotta spam that Death, yenno?). Not only that, but some of the more useful ones take forever to cast. "Here, just stand right here for six seconds. My swift and surecast are on CD D8" -cactuar waddles away mid spell- "Damn it, Cactuar!"
There's probably going to be an even bigger outcry this time around, given that they're most likely patching the "kill enemy then swap job" exploit and skills like 1000 Needles have already lost their effectiveness. Leveling it will be even more of a chore and the people who manage to cap it this time around will be subject to the inevitably awful droprates of the new primal skills.
My only issue is that there's not enough "endgame" content for BLU.
Masked Carnivale gets old fast because the rewards aren't that great. The adventure for learning spells is only done once.
To be honest, I was very surprised that they didn't let us try to solo PotD, because that seemed to be the best place to test out BLU's potential to 1-man it all the way to the last floor.
I seriously cant get an board calling BLU in XIV a "job" at all. It was more like a slap in the face to all the folks who love BLU in other games (most specifically FFXI users).
They deserve better than a half-arsed job they cant even use in end-game. I know how angry I'd feel if DNC (my XI main) became a mini-game-esque job!
I'm glad its not, but I feel for those who love BLU and got ... whatever hot mess this was supposed to be?
the future of normal jobs looks like blu would be gutted so that it can be simple and standard. Iwould rather more limited jobs and an expansion of the content/progression for limited jobs.
the future of normal jobs in terms of uniqueness, themes, and gameplay types appears to be extremely limited. You couldnt have a gambler class, a high skill ceiling class, a hybrid class, a theme heavy class, or even classes with a lot of synergy as a normal class, based on the latest shadowbringers info.
the reason why i suggested blue mage be made into a full job is because even with its current kit i feel like it could have a place as a jack of all trades job. they can heal, they can tank, they can damage, but they aren't particularly great at any of them. the only thing they can't do is rez people
Blue mage could work as a normal job. But there's the thing.
A. Its healing ability will likely be nerfed to at best verCure levels of healing. Psystick levels at best. Because it will, most likely and most fittingly, become a Casting dps. They're not going to suddenly allow one job to be an actual bonafide hybrid. Its ability to tank would be removed outright outside of maybe a short defensive cd at most.
B. They'll have to trim the number of actions available and forge it into a cohesive rotation. If you like the pick and choose feel of blue as is, this would all go away as a standard job.
C. Blue mages will learn all their spells from just leveling up and questing like other jobs. The aspect of going around learning new spells in the open world or dungeons would be stripped away for balancing and ensuring that blue mages always have their tools available.
D. It will probably start at level 70 if introduced in 6.0, not be a low level experience outside of synced duties.
E. Its abilities will be balanced. No more crazy effects like level X doom or attacks that reduce a foe to 1hp etc.
If you're okay with the following, then yeah it could be made into a regular job. But it can't have its cake and eat it too, it either fits it he mold as a main job or it breaks the mold as side content. They aren't going to make it a special case job that breaks all the rules and also still gets to go into the endgame. So the question is to you want a faithful blue mage as side content, or an adapted blue mage as a regular job. I think both are fair choices, but I do think it would practically speaking have to be one or the other.
i mean blue mage already breaks its own lore since you can already learn skills via whalqee totems. i'd have it do normal job quests but choose what ability out of a selection you get (ie each quest would let you choose from 1 tank 1 dps 1 heal skill, the ones you dont choose will be obtainable later by killing mobs out in the world). i don't think anyone would miss doom or tailscrew or lv X death because of how situational they are. even if the conditions are met it's not guaranteed you'll hit with it
They could technically have a pre determined Blue Magic set for group content while still having its open world content w/ learning Blue Magic. I’m all for it becoming a regular job!
Oooh! Oooh! Or the mass groups of "Put your Chocobos away you noobs! They're killing it before it uses the ability!" /shout spam. Like, a litmus test of your server's general level of inconsiderate/ignorant players.
I mentioned it before (as have a few other posters), but BLU still doesn't have a job gauge. I can totally imagine a gauge that starts at zero and builds-up -maybe a 3-level system with "low-level" spells building the gauge and spells that require a whole gauge level to cast, while the more "powerful" spells requiring two or maybe even the full 3 gauge to cast; and things like White Wind being in that level-3 tier. If you ever end up using White Wind, your overall DPS tanks because the rest of your good/powerful spells are dependent on that full gauge- while White Wind really only accomplishes what one or 2 GCDs from a healer can do (and even then, is wholly dependent on your own HP level). If some melee job or BLM already uses this type of job gauge, then sorry, I don't play those.
Bluemage is fairly shy of being "balanced," but if the devs ever were impose restrictions on some spells being able to be "spammed" (again, with something like a tier-system job gauge), it could go a long way to balance it to work in a "unlimited" situation. Make the "stupid" stuff like Missile and Tail Screw have no effect on raids/bosses/hunts (like they mostly already do, huh...) and the job almost feels like it's right there towards being sufficiently balanced.
I wish I could find a video of this. I admittedly didn't see the live reaction and all "reaction" videos I can find with a casual search are just about only the first minute of the actual reveal video and nothing of the part where they reveal that it's limited.
[QUOTE=Kalise;5010060]Also... "Open world ideas"
Acorn Bomb > 1000 Needles > Acorn Bomb > 1000 Needles > Acorn Bomb > 1000 Needles > Acorn Bomb > 1000 Needles
Best open world content ever! :rolleyes:
1000 needles is a horrible aoe and the worst single target skill after you have levelled up a bit.
I'd rather they just stop making blue mage moves drop in dungeons and instanced fights. I don't have no time for that.
Im okay with having a meaningful rotation, and not 3 or more kill-switch instadeath moves. I think with the removal of DRK Dark Arts spam, Boost could at least give players that something if they want some nostalgia lol
Seriously the majority of crazy effects became glaringly underwhelming because of DR
It outperforms everything until you're level 50 with item level 130 gear and a full suite of spells to form a rotation. (Especially given you can use it to farm enemies 10+ levels higher than yourself with low risk and power level solo)
I.e. The time when you shelve your BLU because you've finished it.
I disagree. They just should burn it and not waste developer time on it. They tried and they failed
They should deffo look into doing the "Duty Set" idea, where you keep the limited job as is, but once you've learned the prerequisite skills (at 100% learn rate) you gain the option of the "Duty Set" in the spell book, which is the selection of balanced skills that link together to form a cohesive rotation which allows BLU access to the DF, then if you want to do your "engaging open world/unsyc" content then you just don't select the duty set, and then all of the limited conditions apply.
I was excited for Blu and it's solo aspects they announced. Then it was released and gaining spells required parties but we couldn't join with DF. So what's the point of releasing a "limited job" that was said to be to op to join endgame parties and was focused on solo, but really came out very weak for what it's meant to do and overly reliant on parties just to learn it's spells.
if they were willing to develop and expand jobs two different ways that would be fine, but they are not, they have directly went in the opposite direction with classes, cross action abilities, etc.
i would love for most classes to have a top end duty set and a general theme/playstyle/depth/agency set, but that is not what SE is willing to do.
I felt the same way Zylo1010. I was at the NA Fan Fest when they announced Blu. When they went more in depth at the Live Letter the next regarding it being LIMITED & all that entails, I was still excited but skeptical. When I was released & play it, I was very disappointed. Now it has been shelved, I think I have 34 out of the 49 spells.
Few things just bother me such as:
-The wand not having any stats at all. The could have giving stats like they give every accessory - stats.
-"Solo content" but you couldnt do POTD or the Squadrons with Blu. You had to alot of content with other party members.
-Alot of the spells were underwhelming & boring. Some had the same effect.
-RNG of getting some spells, especially Primal was ridiculous. I think I did Ramuh like 20+ just to get Thunderstrike which was not really all that impressive
-The Primal spells were linked - meaning if I used Mountiain Buster, I had to wait until the cast time was over to use Thunderstrike. They are separate spells for goodness sake.
-"OP" - yeah right...8 blue mage party dying to unsynced Garuda Extreme
If they can make RDM a workable job, which is my main, then can do something with Blu!!
Double post ! So sorry, please delete admin ♥
Dear SQUARE ENIX,
We really love you and your games, especially Final Fantasy XIV, but I logged in to the forums just to tell you I am another big fan who would love to play with a full Blue Mage job. It is a bigger priority than adding a new distance DPS. For 6.0, it would be great to have a new healer (Geomancer/Chemist/as you wish) and a full Blue Mage job.
Thank you very much.
I’d rather they keep blu weird than normalize it with other jobs.
That’s not to say a roulette is out of the question, though. With all spells and high completion of the blu log, it would be amazing for blu to gain access to mentor roulette (as long as the player already has access to the roulette on their standard jobs.)
Instead of tomestones, perhaps make it a daily seal bounty for blu. The purpose of this access won’t be the reward, though.
This would allow blu to return to the df queue, but only after the player has the necessary experience with the job and the content to be able to fill in where the party needs them for outdated content.
Aetherial Mimicry would need to be applied, and not removable, for whichever role the game decides to match the blu into.