Actually I am operating from the exact opposite view, please re-read my posts.
Unfortunately, I do not know what other conclusion to draw, since otherwise your viewpoint seems very hard to understand.
You seem simultaneously happy with the implementation and defending it, while also talking about how the blue mage won't be overpowered and that it can do group content so long as they are partied up.
If the job is restricted to solo and outdated content, it could very well be overpowered, because it wouldn't matter. And group content that is old is essentially irrelevant, since you can just de-sync and easily complete it with or without a blue mage.
I was speaking hypothetically. I merely illustrated what would happen IF SE were to allow the BLU -as is- into high end content.
In case it still isn't clear: I consider the current iteration of BLU completely useless in PvE due to the fact that most bosses will be immune to 90% of what they can do. I am glad that SE keeps them out of current content because I am not interested in arguing with players dead set on playing them no matter the actual resulting performance.
What basis do you have for that? Past FF experience would certainly seem to indicate that bosses would be immune to things like Level 5 Death, but the devs only gave two reasons for why Blue Mage couldn't work in normal raid content, and one of them was that Level 5 Death would insta-kill bosses. Seems like they were confirming the exact opposite of your theory that bosses will be immune to blue magic skills.
Another question that should be obvious for anyone that ever did some raiding in an MMO. I am not saying this to be arrogant, I am saying this because it's quite known that in raiding encounter integrity is all. Undermine that and the whole experience falls flat.What basis do you have for that? Past FF experience would certainly seem to indicate that bosses would be immune to things like Level 5 Death, but the devs only gave two reasons for why Blue Mage couldn't work in normal raid content, and one of them was that Level 5 Death would insta-kill bosses. Seems like they were confirming the exact opposite of your theory that bosses will be immune to blue magic skills.
BLU spells have two components: Status effects (which is what makes them actually strong) and direct damage.
Take a Morb breath for instance: it's an insanely powerful spell, direct damage is low but the statuses cripple the target.
In a savage fight, SE would have to cut out most of the statuses via immunity, as not to break the encounter. What you'd end up with would be a weak ass spell with a little dot and maybe a "boss does 5% less damage for 5 seconds" similar to mitigation CDs of the other classes.
It's not about the spell not working on a coding level, sure they could let you insta death or cripple A10s for 30 seconds. It's just not feasible because it would completely ruin the actual challenge of the boss. And if you design around it, you would mandate a BLU in every party (which was your premise, I believe).
There just is no middle ground here. Either nerf BLU into oblivion in current content, making it a disjointed mess of randomly executed abilities that only deal puny damage (killing most of the fun of the class) or make it absolutely mandatory in order to beat content to get the full BLU experience enabled.
Last edited by Granyala; 11-18-2018 at 07:02 PM.
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