You say this now, but knowing people the way I know them, this is more likely:
BLU: Hey Duelle, let me tank the next giant Beetle so I can learn Rhyno Attack from it.
Me: Erm...you're a mage, with a mage-level HP bar. You're gonna get 3 shot...
WHM: Just hurry i wanna get thise over with.
Other DPS: I want my tomez nao!!!!!!
Bickering ensues, etc, etc.
I see what you're getting at, but that's apples and oranges. Summoners are a special case given where their abilities and power come from. They still follow the 18-ability rule (because it's a job built atop Arcanist), and their job abilities outside of Summon III are still following the design paradigms set for every job.
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I think the discussion hasn't really set any sort of rules in particular. For example, I'm assuming BLU will be unlocked as a lv30 job the way it went for DRK, MCH and AST. That means that the unlock quest will likely involve you equipping the Soul of the Blue Mage and getting a quest tuned for a lv30 BLU to complete and unlock your first job ability. As we saw in unlocking the Heavensward jobs, you equip the crystal and all of a sudden you get 30 levels worth of abilities. That's where the problem stems from for me, and my preferred solution is having the BLU start out with abilities learned, but in a weak/incomplete stage. Strong enough to clear the unlock quest but a far cry from ideal should the BLU want to afterwards queue for duty finder.
My timeline would go as follows:
1) Unlock quest: Circumstances cause you to equip the BLU job crystal.
2a) My suggestion: You gain the standard faire of abilities a lv30 job would have. These abilities are weak but enough to get you through the quest, after which you'd have to go and kill the prescribed number of mobs to get yourself caught up.
2b) Alternative suggestion: You gain only the very basics (following my write up, this would mean you only have Magic Missile, Efflux, Magus Fist and Lancet upon equipping the BLU crystal) and the unlock quest itself has you killing a bunch of different mob types to populate the "empty" 1-30 ability slots.
3) The unlock quests ends with you fighting an Archaeodaemon that after defeating you absorb to learn you first Greater Blue Magic spell, Lifebreak.
* 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)
That might cause Ire from SMN mains as they already have access to Primal attacks, weaker versions at that.
Think of how Dungeons work with Party Composition. You have 2 DPS, a Healer an a Tank. The latter is meant to be a distraction for the mobs because they can take the damage that can 2HKO everyone else.
Suppose that BLUs are forced to get hit by the attacks to learn it. This would mean two things. The first is that they have to risk Life and Limb just to get say, Bad Breath (The very same Attack that slaps all the worse debuffs at its victims at once), the second is that BLU (perhaps appropriately enought given the role color) becomes a Tank, which would be just as polarizing as DRK being a Tank (Though admittedly, I would like to see a Mage Tank and RDM and BLM being tanks would alleviate the issues of the broad access to offensive and defensive/healing moves such as White Wind and Cure II)
EDIT: and Duelle himself made his point. Guess I might as well ask him if a BLU tank is possible...
This is Apples to Oranges though. XI AFAIK had horrid balancing issues that led to among other things, SAM and NIN swapping roles, where NIN became a tank and SAM became a DPS (or as close as possible given the apparent lack of influence form the Holy Trinity). Something this game seems to want to avoid (evidence being AST an DRG buffs, BLM AoE Nerfs and at the extreme end, The existence of Wanderer's Minuet). What works in IX would not easily work in XIV.
Last edited by Morningstar1337; 03-17-2016 at 04:15 PM.
It still is an MMO setting, so it is comparable. No one said it had to be the exact same, but they can get bits from there quite easily. In fact, the system to work around BLU spells there would work great here.
On the other hand, I personally rather face some balancing issues than having everything homogenized like we do here, but that has nothing to do with what I said about BLU.
Because it's cool![]()
Its a fan favourite. Unless they make Blue Mage unique and not butcher it like Summoner, I rather see another class being released.
Blue Mage can learn all it's Blue Magic from Job Quests. But I honestly want Vampire more than Blue Mage.
Inb4VampiresdontexistinFF.
BLU could use all it's XI abilities to boost DMG, Speed, Next Spell is Free, Drain MP, Deal Additional DMG after Combo.
Could use the Pet Hotbar for Blue Magic combinations to make different effects when combined in a certain order.
There are options they could do to make it work.
Last edited by FallenArisen0990; 03-17-2016 at 06:48 PM.
Taking an attack directly isn't the only way Final Fantasy BLUs have learned their skills in the past. Quina got the abilities by eating monsters, for instance, and FFXI BLUs just had to be in the party when the attack was used, and then defeat the mob afterwards.
Additionally, while not a lot of mobs in this game have healing or buffing abilities, without the abiliy to control mobs (ala FFVII's Manipulate, or FFVI's Control), these skills would be out of a BLU's reach.
Most likely, BLUs will not need to be directly hit by a skill in order to learn it.
Dark Knight was a nother fan favorite, and yes, many believe that it was butchered by its incarnation in FFXIV. Yet there were no mass riots, or countless unsubscriptions. The game kept rollin' on, and contrary to what the doomsayers believed, a lot of people enjoy DRK. It's probably safe to say it's the most popular of the three jobs that were released with Heavensward.
The same will likely be true of BLU. It'll come. It'll disappoint a lot of people who had ironclad expectations. A few may even quit the game over it, but not nearly enough for SE - or anyone else, really - to care. Folks will enjoy the job for what it is in this game, not for what it failed to copy from another game.
DRK was butchered the moment they took its signature moves, what made a DRK in the first place, out. Is it well designed? Yes. Is it fun to play? Of course. Does it feel like a DRK? No. Why? Because I can't do what they always could, so might as well call it something else and it will still be well designed, fun to play, would do the exact same it already does in XIV, but it wouldn't feel like a DRK because it wouldn't even share the name.
But their job quest does not require the trial itself as the objective. On top of that, the primals are part of the MSQ, while not necessarily all dungeons are part of the MSQ unless you want to tunnel abilities to those specific dungeons. I don't even feel the prereqisuites are that much of a problem because the MSQ requirements start to out level you (esp for garuda) that you'd probably unlock them first before getting to 35/45 respectively. And as I mentioned before, solo instances are fair game and the setting could be in said dungeon.
Depends on the player perspective. Some people feel that the current incarnation of BLM isn't true to tradition because they have no way to exploit the elemental wheel, as well as SMNS not dealing damage primarily from their egis (or having spectacular effects from the summons, or both). I feel that it captures the aesthetics of a DRK just fine through their animations, while at the same time giving them a distinct feel to their flow of combat through dorkside and mana.
Last edited by RiceisNice; 03-17-2016 at 11:14 PM.
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