Does it suck that SE implements such a half assed version? Absolutely and I can understand people being bummed out.
It's not about feeling disappointed, common sense should have told them that a concept like that can only result in disappointment, giving the restrictions classes face in an MMORPG, it's about hyperbole like "killing me" or "breaking me".
If you are THAT emotionally invested in a video game, you need to clear your head.
You seem to be operating under the assumption (from this and from other posts) that BLU will eventually be allowed to participate in relevant group content, and that it will be properly balanced.No they won't.
They won't be super OP like they aren't super OP in the single player games for a very simple reason:
Bosses are immune to most status effects and stuff like gravity attacks (% based damage) or insta death abilities.
In essence: 90% of what makes a BLU special and fun would simply net a [immune] on any high end boss fight.
You need to understand that this viewpoint runs contrary to what the design team stated as their goal with the job.
They specifically talked about blue mage bringing overpowered abilities and trivializing content. They also said that it would be a solo-oriented job and would not be suitable for parties.
If you do not like the idea of a job only ever being playable in outdated content and solo content, I advise you to reconsider your current point of view. If we got a promise that the Blue Mage would eventually be able to participate in group content, this thread wouldn't exist and the backlash would be far more subdued.
Actually I am operating from the exact opposite view, please re-read my posts.
Sure, if the difference between other jobs and Blue Mage is that it's not a job.That's half true by virtue of final fantasy being a solo experience anyway, and FFXI not caring about job balance. This means that the point about a "solo experience" is moot because no job has had to deal with a label like that before. What BLU is though, is the only job that requires a side activity in order to become more powerful (outside of buying magic from shops). In FFV, I actually gave up with BLU because I felt like it was too much work to invest in, and I opted for the "normal jobs" because it felt too unique to me. I'm glad that the difference between BLU and other jobs was recognised and retained
And you'd be mostly wrong about side activities, Blue Mage required a specific method of learning abilities but many other jobs in most of the games Blue Mage has been present for have required differing methods of obtaining abilities. For example, Bard had to find or do little quests to learn songs, Beastmaster had to catch enemies, for most Summons they had to be defeated first. Outside of FFV, most of the cast had unique ways of getting abilities with Mog having a similar "see it and learn it" requirement for dances, in FFVIII every character had different things they needed to accomplish for limit breaks, whether it be magazines, or ammo, the list goes on.
Acting like Blue Mage is just so wildly different and off compared to everything else in the series that it can't be treated like a job in a basic level is asinine.
Also am I to understand that you felt Blue Mage was too unique in FFV, but you're glad for the same reason now that you've perceived it to be present in FFXIV? The negative is suddenly a positive?
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.
Wait I won’t be able to do multiplayer content as a Blue Mage?
that’s... kind of disappointing...
I think that BLU was always something with unrealistic expectations tied to it. There is a reason that Yoshi P always said it would be something tricky to implement.
FF14 is designed as a role based game with inter job synergies and specialisations. A Job that is by its nature a jack of all trades is bound to be almost impossible to fairly balance in such a design. Frankly, it will probably require a major redesign to function in a balanced fashion in the 'main game' because it hasn't been designed with that gameplay in mind. That is ignoring the issue with potentially seriously OP powers such as Death.
In the end I think players would have to pick either a BLU themed job that fit into the existing gameplay structure or a job that functionally was a true BLU but was restricted like what we have gotten. I simply think both isn't feasible in FF 14.
About the Death Lv. 5, for the bosses case, instead of making it immune and do nothing (which some people mentioned would take the fun out of it) just make it do damage instead if it fails. This would always fail on bosses but at least do damage, so a BLU base rotation like any other jobs could be possible. The same thing could be applied to other OP skills. These OP skills would work in normal mobs, however, to keep it fun.
As for it being OP in say, dungeons and so that BLU can't spam it over and over, either make it a super long cool down or make it use a lot of MP so that the player decides if they want to sacrifice their rotation for it. Or even better, make it like RDM plays. We can trigger either Verflare or Verholy, of course it depends on our mana bar. In the case of BLU the player could make the decision of which way to go in their rotation. Spells like Death Lv.5 could have penalizations for being used to keep it balanced. This also means that they can't do insane DPS, but more akin to RDM, since they would have support abilities, like idk Mighty Guard.
They could keep mandatory spells out of the 49 for a basic rotation. It does sound like a pain to work around, but I think it *could* work with more back to the drawing board.
But it can. I described ways they have allowed jobs with a history of freedom to exist in the same space while still participating in content.Your sense of logic should tell you that the level of freedom desired by the BLU concept cannot be combined with the razor sharp balance needed for savage.
There is no way to combine the two, balancing complexity increases exponentially with the # of abilities at a classes disposal.
I'm sure if you are locked into a few abilities that they CAN balance during raid content (a.k.a. the PvP skills approach) would not make you happy either, because you'd essentially play a different class.
Yes, some concepts that work great in single player games do not translate well into a competitive multiplayer environment. That's not exactly a shocker.
BTW: it's just a video game. You can cut the drama.
I explicitly stated that I would want them to prune and/or modify skills for group content in my original post. As long as the core flavor of the job remains intact, I would be happy.
I actually do understand the differing complexities between solo and group play. However, I play an MMO for a multiplayer environment. Introducing a job solely for solo play is extremely counterproductive.
Also, if you're looking for a real discussion, please address the actual content of my argument rather than dismissing my views with "it's just a game bro." We should be able to have a civil discussion about this.
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