So we can play it in MSQ and other content, while still keeping the original the exact way it is for Masked Carnival, field content and party finder.
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So we can play it in MSQ and other content, while still keeping the original the exact way it is for Masked Carnival, field content and party finder.
It would be the only class that would have all of it's skills and abilities in sastasha.... so no. It sucks how they opted to handle it; but it is what it is. My only beef with it is that so many abilities require group content to unlock.
Wondering how long before someone sincerely suggests that it should only be an unlimited job.
That said, with certain adjustments, it could possibly work, with specific abilities unlocked at specific levels, assuming you've gained them in the wild. Not sure how to justify it in story though, the ability lock out (I assume that our abilities are locked out for most classes due to the time bubble logic we did our various dungeons at a point that we were at that level, even if we put off Shisui till we're level 70, our character did it while we were still puttering about in the Ruby Sea, just like how we did the level 50 Culinarian quest before 2.55).
The idea of pre-defined abilities for each level would be very non blue mage though.
Blue mage could work as a standard job if it unlocked action slots at certain levels and all slots up to a duty's minimum level had to be filled with appropriate actions in order to enter. For example:
- Lv1: Single target attack
- Lv4: Support spell
- Lv6: Single target attack
- Lv10: Single target ranged attack
- Lv12: AoE attack
- Lv15: Support spell
- ...
- Lv50: Primal Spell
- etc
that way you could use any combination of spells that filled all the slots and still be able to make a fair contribution to the party while hopefully not being blatantly OP, and you would still have to go out and learn actions to fill each slot.
Blue Mage doesn't even seem overpowered without the primal abilities which I don't feel are necessary for its identity anyway. When we bring a single blue mage into minimum item level content they don't one-shot it or even make it easier usually. It already functions that a lot of abilities are just equivalents of eachother like stuns, so it's just a visual choice.
Consindering how many things get immunity to status effects etc. So honestly I domt see how it could be op with how things are basically built with immunity to op abilitys
I've seen a lot of 6 minute BLU runs of The Burn.
For the umpteenth time, no. That defeats their vision of what the job is. It would also just be a limited version of BLU. People misunderstand what the limitation is. They lock BLU out of current content because it is too powerful.
Scaling it down to be normal would require an entire rearrangement of its skillset. They'd need to give it a limit break. They'd have to take away White Wind and Blood Drain. They couldn't let it have Aetherial Mimicry etc.
It'd be like asking to play SMN with different visuals and no summons. Just Ruin and Bio by different names. No thanks.
Yes. They can add 2000 reskins of the same potency ability but not 20 or so skills to make up a core non-limited rotation? I think they need to get a little bit more creative so that the job has some practical use outside of moogle events.
If BLU gets a normal version to join normal contents, then for the sake of balance, it must be fixed to DPS role, and its skill set will be also fixed, like every other class. Many BLU-only utilities like pull/push/status... will nor be available. Throw in one or two party utility like Gobskin as long-cooldown party shield.
In short, just another Magical DPS class. May be not even good to play cuz BLU is all about having a vast arsenal of skills that can fix to every role.
The only thing BLU needs to be fixed to be more engaging is having a BLU-only roulette. Just throw 4-8 blue into a dungeon/raid and let them figure proper skill setting on their own. Gonna be chaotic, but also potentially fun. Also change Mimicry to shift BLU's role between tank/heal/dps, out-combat only.
Consider the following: in its current form, it's a class that has so much utility and support. It has access to Addle because it's a caster dps, also second stackable Addle, also Reprisal on demand that also stacks with Reprisal. That alone is a lot of mitigation. Then personal 40% mitigation if needed. Also 90% mitigation, that stack marker? I'll take it alone, w/e.
Now if we consider it for casual content. Ram's Voice is a better Holy. Ram's Voice + Ultravibration = everything is dead. It is on 2 minute cooldown, but it basically cuts down trash mobs by half alone.
Also the class has ridiculous amounts of burst damage. And it has a Raise.
So, pretty much everything above will likely be cut to make it conform to what a magic caster dps should be able to do and you'll get another caster dps with a different flair of their spells as a result.
I'd say most of the current BLU spells aren't fun or interesting enough to want to see the Job narrowed down to just a few of them.
It gets some fun from having so many spell options for long-winded but silly rotations. I don't think it would become more fun with fewer options.
I'd rather see it given custom-made abilities and spells for regular content than see it narrowed down. But then, it'd be a waste of resources to do that. Just make a new Job. Make Geomancer or something.
Sadly this ship has sailed.
They did say that the only reason they didn't want BLU in the Duty finder is because of the risk of getting a BLU with no spells learned (which seems strange when playing Ice Mage or not using a job stone are perfectly fine, but anyway). A good compromise would be to unlock the ability to use the Duty Finder when you reach a certain milestone for spells, for example 100.
BLU is of course very strong in dungeons, but old dungeons are irrelevant content and you can already play BLU in premade groups.
Ram's Voice is not much different to any other attack unless the person is iced and a boss won't get iced. Ultravibration is useless for the same reason.
Moon Flute increases damage by 50% for 15 seconds, then reduces damage by 100% for 15 seconds. It's only going to be useful at the end of a fight or maybe a DPS check.
Final Sting kills you so probably not a good idea and at least it will cause a damage reduction because of weakness and lost potency while dead.
When your Ultravibration is in cooldown.Ram's Voice basically much-longer CC version of WHM's Holy. You can extend it to around 30s. By the time trash monsters resists to it, they already all near died, and tank barely takes any damage. In short, it is a powerful utility for dungeon clearing.
Moon Flute's burst is strong enough to offset the 15s of inaction, so it is useful in a whole fight. It is basically your 2m-cooldown burst, unless you need constant DPS to deal with adds or stuffs.
Final Sting is basically a melee LB2 that doesn't cost LB bar (honestly, BLU should have their own LB). You use it near the end of the fight, not before it.
SE shot BLU in the foot by not letting them do deep dungeon speedruns and limiting them to old content. Especially in SB when BLU was stuck doing level 50 content.
Blue Mage should stay limited and they should add more limited jobs, and maybe even extend the types of contents that can be done with these jobs.
However, if they want to turn BLU unlimited, then just delete the concept of limited job altogether.
Don't try to have it both ways.
I don't think it should have an "Unlimited" version. The aspects of the job that make it so fun are the very reasons that the limit is needed. What would a watered down version of the job even look like? I can't imagine it would be very fun to play.
Why?
They already have access to, and can easily clear, content that requires a limit break from regular jobs.
One of the Alexander raids requires a Tank LB3 and blue didn't get, and doesn't need, an LB to make it through that.
Why is Seat of Sacrifice now some kind of line in the sand?
Deep Dungeons (with their own leaderboard, and perhaps carnival mutation opportunities in addition to the standard Deep Dungeon run) and either 2+ or 1+ expansions ago Eureka content could be a really nice addition. I would be quite interested in trying deep dungeon blue.
Another idea that might work well is a blue unreal type content that funnels people into /one/ content per week (month, or whateverinterval). The marbolo mount itself is really cool but I find the mount is a bit unfortunate as the job, and the particular setup, is very much within a sort of Flavor of the Moment/Month (FOTM) and Fear of Missing Out (FOMO) since the job is already more of a flash in the pan sort of concept (moogle tokens, new patch, etc). So they can keep the structure that made marbolo but perhaps just put a title behind it, then use an unreal like structure for new rewards (like mounts). So people are still doing some interesting content with the job, but each interval might bring something different (or some other design that encourages people to keep coming back, but not via some sort of FOMO).
On the reskin comment- The later skills for blue are far more interesting, but I would agree to the general sentiment on quality is way better than quantity (and personally would love to see many of the early spells, or just about any spell that don't fit a certain level of 'interest', be looked at again). I'd, significantly, rather have a blue with only a normal amount of skills, like another normal job, but each skill is interesting to use (and perhaps particularly interesting to use alone but also together, so it's not just each situation giving only a fraction of your keyboard a workout- which may be the result of a bunch of interesting skills that have no interactions lol). Of course reiterating I do think they improve their skill excitement post 50. 60 and 70 era skills are fairly interesting and usually quite useful too, and if you said I could have a huge list of interesting skills over a small list then I'd choose huge list .... :3.
Look I'd love it to be unlimited just delay it till any world first type clears go through then who cares. Or limit it to not being able to get actual rewards besides cosmetics
BLU is totally unbalanced when it comes to casual duty finder party play. Once you get them going it's disgusting the amount of power they have, so I don't think SE should or would ever allow it to just queue casually.
The only things I feel should be open to BLU are ultimates and solo PoTD/HoH. The only stipulation being they should absolutely not get the standard rewards for them, instead either unlock them just for the fun of it or give them some unique titles/another mount.
I am not saying they need an LB to be able to beat SoS. I am saying it would be nice to learn LB from the WoL.
Obviously BLU doesn't need an LB. It doesn't need most of the spells in its kit either. Still, filling the LB gauge and not being able to use it is weird to me.
And in most dungeons the trash is often more dangerous than the bosses
This is where buff snapshotting comes in. You dump all your long cooldowns like your primal abilities, including the Tsukuyomi DoT, during the 15 second opener, then you have 15 seconds of not using your 220 potency filler spell.Quote:
Moon Flute increases damage by 50% for 15 seconds, then reduces damage by 100% for 15 seconds. It's only going to be useful at the end of a fight or maybe a DPS check.
which you use at the end of the fight and it doesn't matterQuote:
Final Sting kills you so probably not a good idea and at least it will cause a damage reduction because of weakness and lost potency while dead.
I know it would make it more OP, and that isn't the intention- certainly some other changes could be done to keep themes and reasonable 'op' balance (yet fun), but I really hope they would change this skill and diamond back to not do that.
If I didn't want to play the game I'd not play the game, I don't want / need a skill to do that for me . .XD.
Yes, there should be. The only reason BLU is "too powerful" now is because it was made to be too powerful. No one was holding a gun to the dev team's head and telling them "Make this overpowered or else!" It is perfectly capable of being a job like all the others even now. But it's just the fact that Yoshi-P and the dev team just don't want to do it. The only thing stopping it from happening is just that.
BLU is not defined as a game breaking FF job. It is not defined as the mini-game job. It is not defined as a job that is too different than the other FF jobs. BLU is purely defined as the mage that casts monster spells. Anything else attached to its identity is false.
Considering you have a BLU skill called Basic Instinct that lets you practically solo any dungeon that it can do today, it doesn't matter.
They already gave people a challenge in doing older savages and extremes sync'd with the kit you have, and you really do have to work for them. Basically the same mechanics when they were relevant with some twists now that you have diamondback and anyone can frog legs and tank if-needed. If anything I found this aspect the funnest part of BLU. Doing what you were previously taught just in a different way, sometimes easier, sometimes not. Like mechanics that were designed for only tanks or healers with normal jobs don't apply to BLU, anyone can get the mechanic(s).