This conversation is gonna go round and around again...
Ok.
It's not about the specific spells, but rather about how the class functions on Paper. ON PAPER, the class learns specialty skills from monsters. The skills learned are unique compared to other classes, because monster skills broadly are made to be drastically more powerful in the games dynamics. Bad breath, as an example, is not super Overpowered in the regards of a monster casting it on a group due to how the balance is set. This is because monsters, on average, are more powerful pound for pound than players are. This then forces players to group up and coordinate to take down monsters. HOWEVER, this same spell in REVERSE would be exceptionally powerful against monsters. Applying Multiple Status effects + damage to a large AoE is incredibly powerful.
To offset that power, you would have to mitigate the skills output. Remove much of its damage, range, and status effects to make it on par with other classes. In this case, Bad breath would probably have a range similar to Overpower, at most 1 status effect, and deal moderate damage. If it had more than one status effect, it would be given a long cooldown. You have to make the skills comparable to other classes in output. If the skill gets weakened down to that point, than bad breath just becomes a reskinned version of already pre-existing skills.
There isnt anything wrong with that, but now you have to change up how the class functions. You have to start incorporating a priority/rotation system into how the class plays so the class has actual gameplay and challange. All classes have this to some extent. As a comparison, BLM has the Ice/Fire management among using CDs, RDM has hte Light/DRK system and its procs, SUMMONER has aetherflow and Bahamut gauge. The classes are designed to have a system to how the spells are used. BLU would have to have a system of that kind implemented.Ok so whats wrong with that?
What would that mean for BLU then? It would change what BLU is on paper. ON PAPER, BLU is a mage who learns its skills from Monsters and then uses those same said skills. However, if the skills are dumb downed to be on par with all the other classes, this becomes a super gimmicky way to learn your skills compared to all the other classes, and what it then does offer is just a new rotation/priority system for you to play. This isnt what people were asking for. People wanted to use Monster skills, and they did not mean that as merely reskinned versions of already existing skills. The argument to just "Balance it for party play" means making it just a reskinned BLM/SMN/RDM. And this ISNT what people wanted.
I honestly believe the biggest issue is people do not understand that to balance the class for party play would result in many of the skills being gutted. It's assumed that it would be "Easy" to balance the class and the devs are just lazy. This stems from people not actually thinking about how the balance would actually be handled realistically. Its super easy to say "Yeah Ill just reduce the damage and maybe knock off a few status effects and Bad Breath will be balanced", but in reality, a class that could cast a spell with multiple status effects at once in an aoe is powerful. Notice how NO other class has that functionality. And thats just one skill.
And in regards to "Create a solo play version" and a "Party Play Version", youre essentially asking the Devs to create two classes that happen to have the same name. Which is the biggest rub of all: It feels an awful lot like people who want the party version of blue dont actually give a butt about the class on paper. They just want a caster thats called BLUE MAGE for party, even if it ends up being a re-skin of an existing caster.



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