For once, no, I didn't see it. Having to catch up with it now.
Yeah, I know. People tend to ask to reinvent the square wheel.
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Okay, so what was being brought up is:
- BLU's unique thing is learning moves from monsters, but the moves themselves not being balanced for MMOs;
- Not wanting players for being kicked for not having certain moves;
- An unwillingness to allow the game's [party driven content] to be broken by [a possibility] of one of these learned abilities (like level 5 death, as was used in the example);
- Not wanting to bar BLU out of some content and not others;
- Consistently being asked for BLU, despite the feeling the class's unique identity would not mesh well with the game.
So how did BLU work in FXI? *Looks it up.*
"Can tank, physical DPS, magic DPS, heal and debuff."
So, a pseudo classic red mage with the ability to learn monster abilities that affected their stats.
Okay, a thought comes to mind. SMN's backlash for how a lot of people thought, and some still don't think, that XIV's iteration is very summoner-like to the rest of the franchise. XIV has a very hard emphasis on their trinity. Even RDM in this game is very much a DPS with very limited access to other things (IE: if you thought that XIV's RDM could be built to tank, it can't; if you thought it could be built to heal, it can't; for some, RDM's identity wasn't that they could dabble in lots of things but rather they could be turned into a very niche thing and still be fairly good at it; RDM isn't a jack-of-all-trades in this game - it's a magic caster with a melee combo that deals magic damage with a raise and a mediocre heal). That's XIV's thing; they have hard defined roles.
If this branches XIV to be more open-ended, something has to change at some point. Then what I'm getting here is people are more upset that the class/thing they picked was BLU, despite the XIV team saying they were pretty reluctant in putting the class in to begin with. They did - with stipulations.
They also hinted at beastmaster having this same kind of stipulation. It makes sense - these are classes whose abilities aren't simply upgraded - at their core, they learn completely new abilities, but that's me thinking and guessing.
Reading OP's post in their opening; turning level x Death into just a hefty nuke with a CD doesn't make it level x death anymore. It just turns it into an [insert hard hitting magic spell]. Taking Bad Breath's from no status because mobs are immune into a cone attack that deals damage turns it into [insert generic AoE magic attack]. Basically, "do the thing you did to other casters and just slap BLU on it" (my addition: 'so we can complain that it's not very BLU because it doesn't do [this thing that it's supposed to do].') People complain about the sameness of things, but then also complain about it not being same enough. What I read was 'if BLU is in a party, it does this, otherwise it just does this.'
Let the system and class come out first. Try it and give feedback. I can get the gripe players have because of how limiting the job will be in the beginning. They aren't going to change the system because some people are up in arms over how it's being introduced before it actually is introduced; it won't be ready for the date they've publicly set on a free stream then (which is a waaaaaaaaaaaaay worse thing to do business-wise). If they'll change BLU after, they'll change it after (because SE doesn't ever change their minds, like their stance on this class itself). Personally, I'm also of the mindset that I hope the class is available for current content sometime in the future, but this is clearly not the time to push for that desire. Make sure they don't break the system with something new first.
This post isn't really much different from what I've already said above; just having additional notes as to why I think SE decided to do this and trying to rationalize the willingness [of players] to set something on fire before it's even available.



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