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  1. #351
    Player
    Skyskip's Avatar
    Join Date
    Nov 2018
    Posts
    90
    Character
    Kip Skyskip
    World
    Balmung
    Main Class
    Gunbreaker Lv 100
    Gonna bump this before bed because unlike some people I don't actually despise the job.
    (5)

  2. #352
    Player
    Videra's Avatar
    Join Date
    Nov 2018
    Posts
    738
    Character
    Videra Svenay
    World
    Balmung
    Main Class
    Warrior Lv 83
    Gonna have to hop on this train, as I sincerely hope BLU becomes a proper Job and isn't relegated to being meaningless side content.
    (9)

  3. #353
    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 xbahax92 View Post
    In my opinion, any blue mage has been modified in any Final Fantasy game. (FFVI) Whether Strago's blue magic being learned by "seeing" skills, (FFVII)enemy skill materia learning skills by getting hit, (FFVIII) Quistis Limitbreak learned by items used, (FFIX) eating monsters as Quina gains them through meal or (FFX) Kimahri draining/lancet skills from monsters..

    It doesnt matter which skills were learned, it also doesnt matter if those are skills that are namely known as bad breath, white wind, etc (since a lot of new ones have been added through the entire series). FFXIV should do what it did the whole time already, keep FF14'ing their jobs based on their own Final Fantasy (XIV) game.
    Except in those examples (VII and VIII especially, because IX and X work the same as V mechanically with the character identity being what changed) they still involve what BLU is all about, which is collecting skills. Blue magic in VII is learned by collecting the skills which can be used by the materia, VIII is about collecting items from monsters which will teach the blue magic, IX is about collecting enemy skills directly with eat, as is X with lancet. The key word there is collection, and that is what makes a BLU a BLU.

    In this case, BLU has been 14'd. BLU isn't normally a "solo" job, and BLU has been adjusted to XIVs battle system in a way that best fits the collecting play style. BLUs identity is not combat related, and that's what separates it from other adjusted jobs like DRK, BRD, and RDM, where elements of their combat style can be adapted into an XIV playstyle. BLU literally cannot do that, because its gimmick isn't directly combat related, rather it is "quest" based, so it has been adapted into the "quest" system, rather than the combat system.
    (3)

  4. #354
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Arkdra View Post
    You're not because they are wildly incorrect depending on when they played ff11. FF11 did the exact opposite of what they say it did. Jobs had almost zero balance considerations paid to them in either solo or group contexts. They just did what they did for the entire time I played that game, which was from NA launch to a bit after Promathia and the playerbase just gravitated immediately to the easiest course of action. If you weren't a part of that easy course of action (drg, mnk, smn that didn't want to heal, bst, war, nin's that didn't want to tank, sam's, drk's), then you got to wait literal weeks for pity parties because you probably couldn't solo either. The literal only job that had any capacity to both solo and consistently get groups was red mage.
    There were party job favorites depending on xp camps. Warriors and Thieves with squishy monsters, sams and black mages with high defense enemies, rdm always had a party slot due to their haste and refresh. If you waited for a party and did not form your own you could LFP quite a long time depending on the day and job you played.

    Even though incredibly tough enemies gave more experience a kill, parties trended towards fighting tough-very tough enemies killing faster and making 200 multiplier experience chains.

    Every job had an opportunity to party or solo to some extent, at least when I played.
    Black Mage could solo incredibly tough enemies and even notorious monsters that required a full normal party.
    • BLM/PUP/SCH/SMN/RDM/BLU- Camps with enemies weak to magic.
    • MNK- Camps with enemies weak to blunt.
    • WAR/DRK- Camps with enemies weak to slashing.
    • DRG- Camps with enemies weak to piercing.
    • BLU- Camps with enemies weak to blunt/piercing/slashing.
    • TANKS- Joined standard parties or burn parties, ninja being best solo tank.

    White Mage and Bard I would say pretty suck solo, but usually easy to get standard parties, WHM for having best heals and Bard for their party resource utility. Blue and Beast were not party favorites, but you could solo like a champ, grab a partner or two and lay waste to an entire zone.
    (1)

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  5. #355
    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
    Except in those examples (VII and VIII especially, because IX and X work the same as V mechanically with the character identity being what changed) they still involve what BLU is all about, which is collecting skills. Blue magic in VII is learned by collecting the skills which can be used by the materia, VIII is about collecting items from monsters which will teach the blue magic, IX is about collecting enemy skills directly with eat, as is X with lancet. The key word there is collection, and that is what makes a BLU a BLU.

    In this case, BLU has been 14'd. BLU isn't normally a "solo" job, and BLU has been adjusted to XIVs battle system in a way that best fits the collecting play style. BLUs identity is not combat related, and that's what separates it from other adjusted jobs like DRK, BRD, and RDM, where elements of their combat style can be adapted into an XIV playstyle. BLU literally cannot do that, because its gimmick isn't directly combat related, rather it is "quest" based, so it has been adapted into the "quest" system, rather than the combat system.
    Completely disagree that this announced blu has been "14'd". It's FFV blu dropped into 14 and then didn't want to make concessions to make it actually work within the full game so they slapped it with limits. People on my side would prefer that the devs actually got creative with the job and make their version. They used someone else's version and that's cool but we want the "XIV" version as well.
    (6)

  6. #356
    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 jon041065 View Post
    Completely disagree that this announced blu has been "14'd". It's FFV blu dropped into 14 and then didn't want to make concessions to make it actually work within the full game so they slapped it with limits. People on my side would prefer that the devs actually got creative with the job and make their version. They used someone else's version and that's cool but we want the "XIV" version as well.
    I would argue that this is the most creative they have ever been with the job. They developed the collectable aspect of BLU, which is its most recognisable trait into a piece of content that XIV has never seen before
    (2)

  7. #357
    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
    I would argue that this is the most creative they have ever been with the job. They developed the collectable aspect of BLU, which is its most recognisable trait into a piece of content that XIV has never seen before
    You forgot the other half to what makes blu actually blue mage. Being able to use enemy spells AND collecting them.

    No one is really arguing against this mechanic. My side is saying it shouldn't be a "limited job" and we don't accept the given reasons for putting these restrictions on it.

    Quote Originally Posted by jon041065 View Post
    It's FFV blu dropped into 14 and then didn't want to make concessions to make it actually work within the full game so they slapped it with limits.
    Quote Originally Posted by jon041065 View Post
    They used someone else's version and THAT'S COOL but we want the "XIV" version as well.
    I would like a "XIV version" but did I say I would not accept this version if the restrictions were removed? I didn't because I would be happy I could main my favorite FF job in the FULL game.
    (5)
    Last edited by jon041065; 11-25-2018 at 11:03 AM.

  8. #358
    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 jon041065 View Post
    You forgot the other half to what makes blu actually blue mage. Being able to use enemy spells AND collecting them.

    No one is really arguing against this mechanic. My side is saying it shouldn't be a "limited job" and we don't accept the given reasons for putting these restrictions on it.
    I agree that the job is too restricted, and I would love to see its current iteration have some sort of option to do raids in a premade party. I feel like its something that the devs are really paranoid about, and will be laxed over time. I don't think we will ever get BLU in matchmaking (which is completely fair), but I feel like content like PotD will be designed with an option for BLU in the future, and I really hope that they allow statics to experiment with BLUs in raid as well.

    My stance however is that I would rather see BLU like this than a watered down BLM clone.
    (2)

  9. #359
    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
    I agree that the job is too restricted, and I would love to see its current iteration have some sort of option to do raids in a premade party. I feel like its something that the devs are really paranoid about, and will be laxed over time. I don't think we will ever get BLU in matchmaking (which is completely fair), but I feel like content like PotD will be designed with an option for BLU in the future, and I really hope that they allow statics to experiment with BLUs in raid as well.

    My stance however is that I would rather see BLU like this than a watered down BLM clone.
    There are options to restrict access to matchmaking that would eliminate the issue they gave during the live letter. Yeah, be more restrictions but definitely a lot better than "NO MATCHMAKING FOR YOU!".

    The spells are going to be reskinned rdm and blm spells already. There will be unique mechanics in the Carnival to give those spells other qualities but that's the only piece of content that will have that exception. Blu wouldn't have to be a watered down BLM clone. Just have different functions to the blue magic.

    This is my idea for how it could be different that I've posted elsewhere.

    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.

    As for how to make something like bad breath work I have an idea of my own then seen another that I really liked. Mine would be that bad breath applies the fire, water, poison, earth, miasma, and bleed DoTs that are already in the game. That would still give a pretty good feeling to the "bad breath applied a lot of status ailments" fantasy in my eyes. Someone else had the idea of bad breath being a DoT and applies the damage taken increase from trick attack. That would not only start to give some wiggle room in the meta and I think gives enough of the feeling of "using bad breath made my enemy weaker".
    (4)
    Last edited by jon041065; 11-26-2018 at 04:54 PM.

  10. #360
    Player
    Skyskip's Avatar
    Join Date
    Nov 2018
    Posts
    90
    Character
    Kip Skyskip
    World
    Balmung
    Main Class
    Gunbreaker Lv 100
    Good morning, fellow BLU lovers. Putting in my regular support for the day since I'll be gone for the night.
    (3)

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