Quote Originally Posted by Starcake28 View Post
*rabble*
Not everything has to come from XI, you know. Also, outside of what I said, we have to realize how the Holy Trinity actually limits SE's creative work. This goes into how Blue Mage's philosophy is: You have to go around learning Monster Skills, just like you do in other Final Fantasy games; the only catch is that it's limiting if you don't bother to get Blue Mage's skills and it doesn't operate as it's supposed to in dungeons. The other thing to understand is they spent a long time to make Blue Mage, and before Stormblood, Blue Mage wasn't possible because let's face it: PS3 had limitations on it through the hardware capacity and they just didn't have the creative space to do what they wanted to do.

As for balancing, we also have to consider how Blue Mage effects the other jobs at large. Let's also not forget we're still struggling to try and get something other than SMN in High-end Raid Content because we're still stuck around utility and Raid Buffs. If Blue Mage brought more than enough to the table to kick out SMN, we'd still be having Caster Wars. Also, it's not a matter of "they don't want a class that can make different loadout bars". It's a matter of what Blue Mage is capable of and whether it's big enough to break a role(Caster) entirely. SAM is also not OP, it's got a lot of damage. That's it.

We're going to have to sit on our butts and wait for BLU to be released in the next story patch in 4.5 til' then, and see how BLU plays out from a game perspective rather than theorycraft all day because we don't even know what skills and potencies there are.