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  1. #1
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Grimoire-M View Post
    I think it's disingenuous to say that Caster DPS are stale and 'same old same old'. They're one of the most varied roles in terms of playstyle.
    But BLU adds nothing to that formula. If BLU were to really be BLU it would function the same as BLM with enemy skills tacked on as a mechanic. SMN has pets and RDM has white and black magic, and a melee phase, which are combat changes to the formula. BLU doesn't have those, if you look at the skills itself, they consist of skills with a heavy emphasis on gimmick (Doom, goblin punch, self destruct, matra magic, roulette), level based spells (level 5 death et al), buffing or debuffing (bad breath and lots more), spells that don't fit into the caster role at all (mighty guard, white wind), and elemental spells (BLM).

    From that we see a massive amount of pruning and changing to keep within XIVs formula. Gimmick spells are gone, level based spells lose their level based uniqueness, and join the "elemental" spells, buffing and debuffing would be heavily pruned, and mighty guard and white wind would be on par with second wind and third eye. You say that casters are varied, but BLU is not after you strip it of everything that doesn't fit. There is nothing that BLU can bring that shakes up the ranged caster playstyle in the way the RDM or SMN can, and if implemented as a ranged caster, the best we could hope for is a BLM with a gimmick.
    (4)

  2. #2
    Player
    jon041065's Avatar
    Join Date
    Aug 2013
    Posts
    399
    Character
    Amson Beoulve
    World
    Jenova
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Lambdafish View Post
    But BLU adds nothing to that formula. If BLU were to really be BLU it would function the same as BLM with enemy skills tacked on as a mechanic. SMN has pets and RDM has white and black magic, and a melee phase, which are combat changes to the formula. BLU doesn't have those, if you look at the skills itself, they consist of skills with a heavy emphasis on gimmick (Doom, goblin punch, self destruct, matra magic, roulette), level based spells (level 5 death et al), buffing or debuffing (bad breath and lots more), spells that don't fit into the caster role at all (mighty guard, white wind), and elemental spells (BLM).

    From that we see a massive amount of pruning and changing to keep within XIVs formula. Gimmick spells are gone, level based spells lose their level based uniqueness, and join the "elemental" spells, buffing and debuffing would be heavily pruned, and mighty guard and white wind would be on par with second wind and third eye. You say that casters are varied, but BLU is not after you strip it of everything that doesn't fit. There is nothing that BLU can bring that shakes up the ranged caster playstyle in the way the RDM or SMN can, and if implemented as a ranged caster, the best we could hope for is a BLM with a gimmick.
    The spells are absolutely going to be reskins of blm/rdm/whm spells. That's even the case in the announced iteration of blu in the open world. They will behave like our current spells EXCEPT for when you're in the Carnival. That doesn't mean the spells have to serve the same function just as they don't for rdm and blm.

    Here's my idea for how they could work in an unique way.

    "Another way would be that they could do something similar from another game called Legend of Legaia 2. My idea would be that blu would have fire, wind, earth, and thunder aligned blue spells make up their core rotation. Yes, same as rdm but these could be "physical blue spells". They could function something closer to mudras in that you perform combos with them. Could work like a much expanded mudra system or have the job gauge track like the last 3 elements you have used. There could be 10+ combinations based on which elements and in which order they were used. Fire/earth/fire and earth/fire/earth could give you different results. Could go crazy and have 36 combinations if you made it that each element had its own cooldown so you wouldn't repeat the same element in a row. Have ocgds be things like bad breath and mighty guard and white wind as your group utility cooldowns."
    (0)

  3. #3
    Player
    GrenGarm's Avatar
    Join Date
    Nov 2018
    Posts
    91
    Character
    Babou Theocelot
    World
    Cactuar
    Main Class
    Machinist Lv 73
    Quote Originally Posted by Lambdafish View Post
    If BLU were to really be BLU it would function the same as BLM with enemy skills tacked on as a mechanic.
    This argument shows a profound ignorance of the variety of caster mechanics across different MMOs. Square could easily come up with a design that fits within the FFXIV formula but doesn't feel like an existing caster job.

    They've done it for every job in this game so far.
    (7)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lambdafish View Post
    But BLU adds nothing to that formula. If BLU were to really be BLU it would function the same as BLM with enemy skills tacked on as a mechanic. SMN has pets and RDM has white and black magic, and a melee phase, which are combat changes to the formula. BLU doesn't have those, if you look at the skills itself, they consist of skills with a heavy emphasis on gimmick (Doom, goblin punch, self destruct, matra magic, roulette), level based spells (level 5 death et al), buffing or debuffing (bad breath and lots more), spells that don't fit into the caster role at all (mighty guard, white wind), and elemental spells (BLM).

    From that we see a massive amount of pruning and changing to keep within XIVs formula. Gimmick spells are gone, level based spells lose their level based uniqueness, and join the "elemental" spells, buffing and debuffing would be heavily pruned, and mighty guard and white wind would be on par with second wind and third eye. You say that casters are varied, but BLU is not after you strip it of everything that doesn't fit. There is nothing that BLU can bring that shakes up the ranged caster playstyle in the way the RDM or SMN can, and if implemented as a ranged caster, the best we could hope for is a BLM with a gimmick.
    This, too, is an oversimplification, and a painful example of projection. That you personally cannot imagine a sensible way to generate satisfying and distinct buttonflow to BLU does not mean that such is impossible. Even your gut image of the job seems... strange, if not outright contradictory. You say BLU is punctuative, focused on particular and effective "gimmick" casts, yet analogize BLU with BLM, a caster to which all but its highest value pure-damage cast spam are trimmed as well as possible for optimization -- almost the exact opposite; you use an infamous non-example to exemplify its core toolkit; and you imply that only one job can rightly make use of elemental spells, despite four jobs already specifically doing so in some form.

    When something is given as the solution or handhold for such a solution to a given problem, it is more than a little counterintuitive to then saddle that solution with every issue it may solve. You are assuming that BLU will be integrated without making a single change in direction for the better.

    If BLU were ever made an actual job, then development would have a decision to make: should the game expand to accomodate it, or should the job shrink to fit it? As BLU is not presently a real job, that point of decision has not yet been reached and the decision itself, therefore, has not yet been made. You are slipping in a premise here, and it is a dangerously pessimistic one; what you don't confront, you let pass, and by writing as if further mediocrity were only the reasonable conclusion to a pivotal decision, you condone it. I understand that precedent thus far makes that outcome the more likely, but I have to wonder if you're actually okay with it. To assume something lost beforehand, while there is still some chance and room to save or change it, is to abandon it.

    I see the present extents of gameplay and each job's design's individual contribution as shallowly simple despite a surprising amount of unintuitive convolution and bloat. I do not suspect that development will see things that way, nor that they'd see eye-to-eye with almost any critic on these forums. But I do think they must at least be aware that each new job provides some amount of opportunity to do something new, and that even something of equal quality to a existent job, if providing nothing new, will be rated lower despite the equal quality. I do not expect that they will send it without hesitation to the same chopping block or cookie cutter born of previous designs. Whether they would succeed it doing something meritous with it, or ultimately somehow even worse, is anyone's guess, but I suspect it will follow the same flaws in vision or philosophy of what a job ought be more so than of templates arrived upon thus far. There will be compromise, and likely a poor result, but there will almost most likely be investigation of some sort that will change what, exactly, goes wrong.

    But let us assume, however wrongly, that the developers will have both vision and an uncompromising desire to see BLU done right. Is it really so impossible? And are the few things which are obviously stupid to have in an MMO irreplaceable? Is Level 5 Death fun? Is it fun to have that serves you up to 20% of the time in leveling, one-shots every levelcap dungeon mob (as they are at 50, 60, 70, and soon to be 80), but can do absolutely nothing to bosses? Is it fun to leave that as a basic, spammable spell? Is it more fun for it either kill something entirely or not at all, on a spammable basis, than to use it as a resource spell, or even an LB, serving a chance of instant death based on "Death potency" vs. their remaining HP (to each enemy struck)?

    If not, its removal has nothing to do with gutting BLU identity. It has to do with better design. Its "compromise", done well, allows for a more compelling and gameplay-integral design. Ramp up Dark element, spend it on Death in a gambit to eliminate a key but low-resistance or low-HP mob as quickly as possible so others don't have to shift off the closer targets. Likely, the roll would be placed upon a sort of normal distribution or guaranteed at over 70% and guaranteed against if under 30%. Whatever the restrictions, if it succeeds, you'll have smoothed things greatly for the run, perhaps to the point of building enough resource to guarantee it. On the other hand, if it fails, you'll have done only middling damage... and have been refunded some of the resource -- a worse outcome for sure, but hardly one worth the raid committing suicide if the roll fails. That can be entertaining and unique -- perhaps even still a "gimmick" by your definition -- but able to be included in the core game. I'd even argue it'd be far more enjoyable following the spirit of the ability, its desperate gamble, than its exact former iteration, whereby it was a dead button 80% of the time, and could break the game the remaining 20%. The "level-based uniqueness" of Death existed only in an altogether different context -- one where leveling rarely capped before the game ended unless grinding specifically for that purpose, and where combat was of the open world and comparatively dangerous trash mob encounters. The "gamble" aspect, however, survives just fine.

    I can readily deconstruct the apparent issues with any of the other BLU skills just as well, though that's not to say that a best possible implementation of BLU, even without the slightest bit of compromise or conformity, will necessarily include every part of or be limited solely to past examples. Please don't confuse a particularly bad implementation with what will necessarily occur.

    That's not to say I'm asking you to have faith in the development team -- quite the opposite. I'm asking you not to forgive a failure, to not assume or accept its outcome, before the axe has dropped. XIV has left a poor record, but it really does not help when people either give in -- "that just be XIV" -- or give up entirely.
    (8)
    Last edited by Shurrikhan; 11-26-2018 at 09:18 PM.