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  1. #1
    Player
    Melichoir's Avatar
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    Feb 2015
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    Uldah
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    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Nariel View Post
    Blue mage identity is learning spell from monster and making them their, not being an over powered mage. How is that difficult to do compared to learning song by myself after a quest or any other way we learn our skill in job quest ? What kind of mysterious reason force those skill to being far too much powerfull ? Like Yeah bad breath as it is would be OP but why used by a Blue mage it can't be a damage debuff per exemple ? How Mighty guard can't be a simple single or party wide defense boost ? How any other skill can't be balanced like any other ? Because shiva does 7.500 k damage with her skill Blue mage should do the same regardless of his own capacity/strenght ?
    The Gimmick for SMN is what? The ability to summon 'pets' and pets have special actions.
    The Gimmick for BLM is what? The Hot/Cold system (I know thats a real stripped down version)
    The Gimmick of RDM is what? Insta-cast, with some hybrid melee combat.

    These three classes have 3 specific gimmicks that affect their playstyle outside of their actual skills. WHen you boil down what raw skills they have, theyre actually a lot more similar. They all have an AoE skill, a few damage dealers, a dot or two. So on so forth. its how these skills are used in a system that differentiate the classes. They all learn skills in a similar enough vein, but how they use them and when is different.

    Now, what is the Gimmick of BLU? It is to learn monster skills. Unlike the other classes, the Gimmick for BLU is the means of how skills are acquired. Not the application of them. They may have some little 'minigame' system (resource management or something) involved, but at the end of the day, the goal of BLU is to LEARN exotic skills and then use those exotic skills as they are to accomplish a variety of tasks. This creates the inherent problem. It's not just raw numbers that matter. Its what those monster skills would do.


    Bad breath, as an example, would have to be dumbed down A LOT to work in a party environment. It would be a vastly smaller cone of effect, have most to all its debuffs removed, and likely deal minor damage (if at all). It would need this treatment so it woudl fall in line with all the other caster AoE spells. Then you have to consider which skills get gutted or not. If you make to many BLU skills have utility (i.e, make it to flexible), it would become an almost must pick. To few, and you limit the Gimmick of the class, stripping it of its identity. You cant have a wide array of skills either, because that is also powerful. Having more skills than any other class either means the skills are vestigial, or if theyre all viable, youd end up with an overly flexible class. Again, that would make them must picks in a raid environment. This is a big blind spot in points like yours. You assume power is merely a numbers game. X skill does Y damage, therefore it is/isnt powerful. But its not just skill damage, its what skills do, what BLU would have access too, and how that access interacts with all other classes. For example, if BLU could get Trick Attack, that would skew raid balance hard. Double the up time damage windows without impacting the LB bar, on top of providing everything else it might (buffs, heals, CC, you name it.)

    If you start limiting what skills BLU can use and do in a party environment, then you end up chipping away at its Gimmick. The class becomes empty. Its just a caster with a few fancy spells that it learned from monsters. It identity and concept get reduced in scope and people then start saying "SE, you sucked at implementing this! This isnt BLU. This is a travesty!" If they add an extra gimmick to compensate, then its no longer BLU, because the Monster learning aspect is just a more complicated way to get skills, and the gimmick then becomes the second thing tacked on.

    This is the problem that having it be part of the DF system would end up contributing to. Thats why its hard to balance. They can either give you a game experience of being a Mage who learns magic from monsters, and has to go on some quest or another and must use all the skills he or she learned to win (making the emphasis on learning monster skills), but restrict it so that it cant participate in end game content, OR they gut it, dumb it down, and possibly add a second gimmick, turning it into a shell of what the BLU concept was all so you can take a reskinned thaumaturge to party content. I dont know about others, but I prefer the first.


    Quote Originally Posted by PortalScience View Post
    Snip (sorry its a long post)
    Ok, so you pretty much have a reskinned Thamaturge. See above to understand why. Even more so, but youre creating a system that has soft restrictions too. So any skill that isnt useable in a dungeon makes it moot simply because youre defeating the point of the party system, and any skill that cant be used on a boss is also moot, for the same reason. But now you have to remember what skills can be used where. We have that to an extreme limited extent. CC is generally tied to one or two skills at most, and most bosses are invulnerable to it. Your system would require more skills to become moot in boss encounters, and dungeons at large.

    Aslo again, consider the power of having a class with to much flexibility. Lastly, you are adding a gimmick ontop of a gimmick. The core identity of BLU is learning skills, not the application of them in rotations. Where RMD, SMN, and BLM all have systems that use their skills in different ways (so the focus is on application within their gimmicks - like summoning Bahamut in SMN's case), BLU does not have such a system inherently. Their set up is "I have a scenario, and Ill use my plethora of skills casted as is to overcome it." Any gimmick system on top of that would either be very basic or would take power from the "Learned Skills" system for the sake of balance, thus mitigating the identity of BLU and making it more of a generic caster that happens to learn skills from monsters rather than an NPC.
    (5)
    Last edited by Melichoir; 11-20-2018 at 08:04 AM.

  2. #2
    Player
    Nariel's Avatar
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    Limsa-lominsa
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    Nariel Cendrenuit
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    Ragnarok
    Main Class
    Archer Lv 80
    Quote Originally Posted by Melichoir View Post
    The Gimmick for SMN is what? The ability to summon 'pets' and pets have special actions.
    The Gimmick for BLM is what? The Hot/Cold system (I know thats a real stripped down version)
    The Gimmick of RDM is what? Insta-cast, with some hybrid melee combat.
    So how fighting a monster in a job quest is not learning from a monster ? Don't want to make him learn anything by leveling ? Make short job quest requiring to do "whocare" to learn his abilty, don't even need a instanced fight, just go kill this monster in the overworld/dungeon and be done with it.

    How the actual learning process is that incompatible with balancing the said spell for actual content ? They can't have normal potency or effect ? Of course they can't, they are balanced for the mask carnival and nothing else.

    Nobody will reject them for missing xxxx spell, many player barely know how to play and still manage to get carried away in any dungeon or normal raid. So many floormop have primal mount its ridiculous. Rejection in savage ? Well looking to do savage without being ready for it is kinda self defeating.
    (4)
    Last edited by Nariel; 11-20-2018 at 08:12 AM.

  3. #3
    Player
    Vunak's Avatar
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    Jun 2011
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    Vunari Yvenoile
    World
    Faerie
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Melichoir View Post
    Snip
    In just about every other iteration of BLU it was dumbed down to fit into that games systems. Even in FFXI where you had literal 100s of spells, not a single one of them was instant death or some such (at least when I played it at 75 cap, idk if it is still this way) and it definitely didn't feel or play like the other mages in the game. Thinking in absolutes like this is what caused us to get a "limited" job to begin with. There are numerous different ways to make BLU work in and out of the DF. Level 5 Death is a poor example of a reason as to why BLU can't work as the example SE gave. Level 5 Death wasn't given to BLU in FFXI. Just like Black Mage in FFXIV doesn't have Death the spell a very iconic BLM spell.

    As someone mentioned above giving it a Monster Gauge where certain skills add to the gauge and when it hits a certain threshold opens up a big BLU spell of certain affect. I thought something along the lines of XI lore would work with the gauge as well where you have to balance it out on your spell use to not be consumed by the Blue Magic. Your spells get stronger as you get closer to that top end and if you let it go to far, something like the Ninja bunny happens but in BLU flair (or get a massive DPS boost for a few seconds and then a large DPS loss when it wears off) and you have to start over. But keeping that balance allows you to push DPS higher.
    (4)
    Last edited by Vunak; 11-20-2018 at 08:09 AM.

  4. #4
    Player
    Melichoir's Avatar
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    Desia Demarseille
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    Sargatanas
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    Dark Knight Lv 90
    Quote Originally Posted by Nariel View Post
    So how fighting a monster in a job quest is not learning from a monster ? Don't want to make him learn anything by leveling ? Make short job quest requiring to do "whocare" to learn his abilty, don't even need a instanced fight, just go kill this monster in the overworld/dungeon and be done with it.

    How the actual learning process is that incompatible with balancing the said spell for actual content ? They can't have normal potency or effect ? Of course they can't, they are balanced for the mask carnival and nothing else.

    Nobody will reject them for missing xxxx spell, many player barely know how to play and still manage to get carried away in any dungeon or normal raid. So many floormop have primal mount its ridiculous. Rejection in savage ? Well looking to do savage without being ready for it is kinda self defeating.
    Again, the core concept of BLU isnt the use of skills within a rotation. Its the fact you can LEARN monster skills.

    So you go on a job quest and get the "Summon Bahamut" skill. Well, you cant just "Summon bahamut" You actually have to use your Aetherflows to charge your gauge and use Dreadwyrm trance twice (if Im not mistaken) and then once you meat conditions, you can use the skill. This system is set up and built around a system. The system has limitations built into it, exploits built into it, and pros and cons. Its balance is determined by how that system works and how the skills you get interact with it. This system differentiates its playstyle from BLM and RDM.

    BLU doesnt have this, because BLU is based on learning Monster skills themselves and directly applying them in combat. Therer is no "System" per say, other than "Go out and learn as many skills as you can to complete your objectives." Instead of mastering a system, you are mastering skill usage and judgement. This difference becomes the issue. The gimmick isnt a system (learning optimal rotations, when you can use what, etc etc), its how you gain your skills and who you apply it to. Dreadwyrm trance works on all bosses. Bad breath Wouldnt, UNLESS they make BLU be the exception (which would give it a huge power advantage over all other classes), or they gut the skill by a large margin. If they do the latter, you end up with a class that is casting weakened version of skills monsters had (breaking the illusion, Id call it) and trying to compete with other classes that have more interesting game play mechanics.

    Quote Originally Posted by Vunak View Post
    In just about every other iteration of BLU it was dumbed down to fit into that games systems. Even in FFXI where you had literal 100s of spells, not a single one of them was instant death or some such (at least when I played it at 75 cap, idk if it is still this way) and it definitely didn't feel or play like the other mages in the game. Thinking in absolutes like this is what caused us to get a "limited" job to begin with. There are numerous different ways to make BLU work in and out of the DF. Level 5 Death is a poor example of a reason as to why BLU can't work as the example SE gave. Level 5 Death wasn't given to BLU in FFXI. Just like Black Mage in FFXIV doesn't have Death the spell a very iconic BLM spell.

    As someone mentioned above giving it a Monster Gauge where certain skills add to the gauge and when it hits a certain threshold opens up a big BLU spell of certain affect. I thought something along the lines of XI lore would work with the gauge as well where you have to balance it out on your spell use to not be consumed by the Blue Magic. Your spells get stronger as you get closer to that top end and if you let it go to far, something like the Ninja bunny happens but in BLU flair (or get a massive DPS boost for a few seconds and then a large DPS loss when it wears off) and you have to start over. But keeping that balance allows you to push DPS higher.
    Youre kinda proving my point: BLU was never functional from a concept lvl in MMOs due to its power issues. They had to dumb it down. And no, thinking how I am is weighing TWO possible outcomes. Dumbing down a concept just so you can have it in end game prog (which from my perspective is just a reskinned thamaturge - instead of casting fire, you cast 1k needles. congrats, you did the same thing except now its visually different and doesnt require consideration to class mechanics), or you can create a separate and unique experience that lives up more to the core concept but at the cost of End Game Prog.
    (2)

  5. #5
    Player
    Vunak's Avatar
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    Character
    Vunari Yvenoile
    World
    Faerie
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Melichoir View Post
    Youre kinda proving my point: BLU was never functional from a concept lvl in MMOs due to its power issues. They had to dumb it down. And no, thinking how I am is weighing TWO possible outcomes. Dumbing down a concept just so you can have it in end game prog (which from my perspective is just a reskinned thamaturge - instead of casting fire, you cast 1k needles. congrats, you did the same thing except now its visually different and doesnt require consideration to class mechanics), or you can create a separate and unique experience that lives up more to the core concept but at the cost of End Game Prog.
    Not really. I gave an example of how to make it different and there is a plethora of other theads completely dedicated to it. Dumbing it down is a bad way of saying it. It was played down mechanically in every FF, just like BLM was played down and just like SMN and all the other jobs were. BLM doesnt go around casting Death on every mob and one shotting it. SMN has their summons played down otherwise they would one shot every mob and boss with one Bahamut cast. THF or NIN doesn't use assassinate and one shot the mobs they are fighting etc.
    (5)

  6. #6
    Player
    Nariel's Avatar
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    Nariel Cendrenuit
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    Ragnarok
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    Archer Lv 80
    Quote Originally Posted by Melichoir View Post
    Again, the core concept of BLU isnt the use of skills within a rotation
    Oh and you came with this fact from where exactly ? I'm kinda sure the first game to ever introduce BLU and many after him didn't have any rotation gameplay for any other job too. Rotation is a MMO thing, BLU isn't define by having a rotation but by the fact he use blue magic and how he get it nothing else.

    BLM in FFI isn't about astra/ombral, BRD isn't about DoT and for the love of me RED mage isn't about alternating between white/black magic for spiritual balance.

    FFXI didn't define Blue mage, FFXI have an iteration of Blue mage, a recurrent and well known job in the Final Fantasy license.
    (6)
    Last edited by Nariel; 11-20-2018 at 08:53 AM.

  7. #7
    Player
    Elerus's Avatar
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    Nov 2018
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    Elerus Irlith
    World
    Faerie
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Nariel View Post
    Oh and you came with this fact from where exactly ? I'm kinda sure the first game to ever introduce BLU and many after him didn't have any rotation gameplay for any other job too. Rotation is a MMO thing, BLU isn't define by having a rotation but by the fact he use blue magic and how he get it nothing else.

    BLM in FFI isn't about astra/ombral, BRD isn't about DoT and for the love of me RED mage isn't about alternating between white/black magic for spiritual balance.

    FFXI didn't define Blue mage, FFXI have an iteration of Blue mage, a recurrent and well known job in the Final Fantasy license.
    Thank you, thank you.

    I mean my "rotation" on Strago was spamming this spell:
    https://www.youtube.com/watch?v=XgknPVl4YJA

    Meh, I was young and it looked cool.

    That dude should really phoenix down Clyde.
    (1)

  8. #8
    Player
    Shurrikhan's Avatar
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    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Melichoir View Post
    Again, the core concept of BLU isnt the use of skills within a rotation. Its the fact you can LEARN monster skills.
    The original 1.x roadmap intended that you could learn new skills from a combination of combat itself and NPC interactions. Fight alongside Yellowjacket spearmen and you may learn something different than you would from the Flame Cavalry or Gridania's Wailers. Fight giant crabs, targeting their joints via the incap system, and you're more likely to work out armor penetration techniques. Fighting wolves -- buffed with each time they bleed you -- you're more likely to learn defensive skills to keep them at spear's length, by first doing so more manual means.

    That concept never came through before the whole span of "build your own job" or "get better at what you want to do by doing it" design philosophies were made anathema and dumpstered in favor of nearly zero-customization jobs, but... that runs awfully close to BLU's "core concept". You're describing a job based solely off its mode of skill acquisition, when universally applicable improvements could very well include that for everyone. That's not inherently "unique". It's just being the one job that isn't terrible in X aspect, which, in the case, has nothing to do with combat itself.

    That is something BLU can uniquely excuse being added to the game, but if it's to be something truly "unique" to BLU, in gameplay, it will only be so liminally or because SE dropped the ball in following through.

    What's unique about BLU has far less to do with how it acquires its toolkit and far more to do with the expanse of that toolkit, the myriad ways it can interact with a fight and, in that process, itself. That might not be as easily tagged as "monster-learned skills", but it's what actually makes it feel different in how it plays, not just the shape of its grind path.
    (0)