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  1. #31
    Player
    Velox's Avatar
    Join Date
    Sep 2013
    Location
    Sharlayan
    Posts
    2,205
    Character
    Velo'a Nharoz
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Gunspec View Post
    snip
    It does break the trinity, but remember that at one point Yoshida did say that most, if not all, the jobs from XI would make some kind of appearance in XIV (or be replaced by similar, yet unique jobs). If this is the case, it may be that they are only using the trinity system temporarily as an easy balance tool and have plans in the distant future to scrap it altogether once more support-style jobs start getting added.
    (0)

  2. #32
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Simply, you'll get 5 job quests to acquire blue magics which are scripted in the job quests.
    Everyone will end up with the same 5 spells, just all the other job are the same for everyone.

    I'm sorry but that's what the majority wanted: super standardized jobs with overdefined roles.
    (btw, I'm not in that majority)

    If blue mages get more spells, players will complain about the other jobs being left behind. They would have to re-work the system, but I don't see that happening AGAIN (v1.0 -> v1.23 -> v2).
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  3. #33
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Gunspec View Post
    I would rather blue magic work as an extended list of cross-class skills that you could select and use as other jobs.
    You idea is pure awesomeness!
    Not only does it adds horizontal progression to our characters (which is always needed), it beautifully bypass the current action restriction while not being overpowered.

    You have my support on this!!

    N.B. to the devs: If you already had plans for blue mage, do not disregard this suggestion. It could very well be used for almost anything that needs a large amount of abilities to be added (i.e. spells, abilities, traits, powers granted by our divinity, etc)
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  4. #34
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Its a lot of useless work to add blue magic since you'll only be able to equip around 17 spells while you gain like 100 spells which do the same thing.
    (0)

  5. #35
    Player
    Baneus's Avatar
    Join Date
    Oct 2013
    Posts
    391
    Character
    Baneus Prime
    World
    Behemoth
    Main Class
    Thaumaturge Lv 56
    Quote Originally Posted by Brightshadow View Post
    Its a lot of useless work to add blue magic since you'll only be able to equip around 17 spells while you gain like 100 spells which do the same thing.
    Many things in MMOs are considered "useless" by various random people. Doesn't stop the devs putting them in though.
    (2)
    Having an opinion does not make you right or wrong, it simply means you have an opinion. Don't get irritated when people don't agree.

  6. #36
    Player
    Stormrider's Avatar
    Join Date
    Sep 2013
    Posts
    668
    Character
    Storm Rider
    World
    Balmung
    Main Class
    Miner Lv 60
    It won't matter if blue or red get heals they wont be any better then pld cross classing cure probably. This game is not set up right now for true support/hybrid classes. Also nothing says blue could learn every ability. At this point I think the trinity is here to stay in 14.

    Now if you want to discuss changes else where then outside the box works. Change party sizes for all encounters to 8 then ok.
    (0)

  7. #37
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I like blue mage and loved how they did it in ff11; however in 14 they have so many monsters that as I said before would make for a lot of wasted development time because if we can only equip 17 spells what's the point of balancing hundreds of spells.
    (0)

  8. #38
    Player
    Deusteele's Avatar
    Join Date
    Aug 2013
    Posts
    195
    Character
    Qarin Lor'rissan
    World
    Ultros
    Main Class
    Conjurer Lv 100
    They could just go with Job quest's giving 1-3 differing spells, and only allow you to set 5 at any time. Each quest could provide a Heal/DD/Support spell that could be mixed & matched to set your group role. The only issue would getting enough unique and functional abilities rom Blue Magic.

    Looking at This list of Blue magic shows a lot of "deal ## damage" duplication at the higher levels for replacing lower tier spells. The current method of potency scaling in use already fixes that so some of them could be axed.
    (0)

  9. #39
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Brightshadow View Post
    I like blue mage and loved how they did it in ff11; however in 14 they have so many monsters that as I said before would make for a lot of wasted development time because if we can only equip 17 spells what's the point of balancing hundreds of spells.
    "Stop making new dungeons it's a waste, we will keep running speeflox...."

    Seriously, i'm very tired of these kind of excuses ppl use to force their pessimism into others, it's a waste of time, a waste of resources, hard to balance, hard to implement, let me tell you something, w/o those wastes we would still be playing tetris.

    When you give ppl options the maxers will always find the optimal way, but the players who actually like having fun will just play the way it's more comfortable to them, so if they make 100 spells, but we can only use 10, you will see lots of blu playing in very different ways, and sometimes changing spells to adapt to the situation.

    Good designs require time and effort, but they are fun in the end.
    (0)
    Last edited by Renik; 07-07-2014 at 09:00 AM.

  10. #40
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    But that wouldn't feel like a blue mage here is an concept idea I have for them.

    1. ) Class: Flayer (Disciple of Magic) (Role: Dps)
    2. ) Weapon: Whips
    3.) Job #1: Blue Mage (FLA30 + THM15)(DPS)
    4.) Job #2: Beastmaster (FLA30 + MRD15)(TANK)
    5.) Has 2 stances to Change your active spell set one is for physical spells and the other is for magical spells.
    6.) Physical spells use TP and magical MP
    7.) Gets 2 spell slots every 4 levels to equip blue magic one is for physical spells and the other magical spells.
    (1)

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