lol, riot.
lol, riot.
If blu makes it to XIV, it won't be the blu you love so much.
I thought they've already stated that it's a difficult job to put into the game? Therefore, my inference would be it would require a lot more than a month after HW to make it real.
Heck, I wouldn't hold my breath if it makes it for 4.0.
A job like BLU is kind of complicated and requires a lot more refining. I thought there was something I read that says that designing jobs is a lot harder than it looks and it was the bulk of HW to put 3 jobs at the same time. Therefore, 4.0 and so on would see only 1 or 2 jobs to be introduced.
But hey, BLU would be a great addition. I personally wouldn't mind playing a job described (and to a lesser extent, "designed") by people here.



The challenge is in sticking to thematics while also playing to the rules the devs set for class design. I get the feeling the rules will have to be bent or broken at some point.A job like BLU is kind of complicated and requires a lot more refining. I thought there was something I read that says that designing jobs is a lot harder than it looks and it was the bulk of HW to put 3 jobs at the same time. Therefore, 4.0 and so on would see only 1 or 2 jobs to be introduced.
This said, Blue Magic is a tough one because none of the in-game things have anything that can clearly support it (specially since mob skills are either telegraphed, rotation attacks that deal only damage, or involve statuses that aren't useful in combat). I figure the BLU questline would have to explain not only how they learn magic, but also correlations between monster types (assuming they want to go down that route).
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

I like the way Duelle has it working. More of a blue mage, except give us even more skills, and make it up to the players to decide which moves they want or need to use base on the party setup. Making all blu's different. I like that.
The game is ripe for some sort of melee mage type with a one handed weapon and no offhand. Whether that be the red mage with a rapier or blue mage with a mace/hammer or some other kind of weapon, it's definitely something I feel needs to be present in the game.
I never actually liked the FF11 incarnation of them in which they were essentially ninjas with funky magic.
I'd prefer another caster dps class.
We have the dot based SMN
We have the direct burst based BLM
We could use a more sustained direct damage combined with some dots, or perhaps a more mobile bursty dps.
The job could focus on "learning" powerful spells we've seen throughout the series but possibly converting them to less deadly versions, like.
Ultima
Megaflare
Supernova
etc...
Last edited by Averax; 07-22-2015 at 09:30 PM.
SCrew Blue Mage, give us Time Mage!!!
Hell, I even have a good idea for its main weapon... It doesn't have one!!! Instead it has an offhand only weapon which is could be a time glass/time shield object, think Homura Akemi from Puella Magi Madoka Magica.
One of the features with this idea would be an ability could "Rotate" where it rotates the time glass/shield to allow for an increase/decrease of already applied time related debuffs/buffs. But the catch is that this would apply to ALL buffs and debuffs cast forcing one to think of when it'd be best to "Rotate" all abilities, will you rotate the time you have left when the enemy has alot of time left on their debuffs and your allies have none on their buffs so that you can give them more time and your enemies less DoT damage? Or vice-versa?. I think it'd be a superb kind of play style. :3
Another feature to the job would be that all of its Dots and party buffs would last an unusually long time compared with other jobs, maybe a whole minute for the shortest length of time. The drawback with this to ensure that you don't cast everything and then have nothing to do would be that for casting Dot's/debuffs and buffs which all last a long time would be to make it so that Time Mage has it's own unique default speed of casting set at 10 seconds, making it a job where selecting where to cast needs to be paramount too.



* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
After further study... You're right!!! Ast kind of is just like the conventional Time Mage... I'll just crawl back into my underground lair for now. >:3
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