1. Why would they have to take away favorite spells? Not all of us believe they have to do exactly the same things they did in previous FF games. Most asking for unlimited blu understand that the spells won't be exactly the same. Fyce asked about this in another thread and several of us said we are fine with spells feeling similar when they are used when compared to past FF games. It won't be what everyone wants but neither will a gunblade job, dancer, puppet master, beast master, etc. Also don't forget that many of us are asking for limited blu and the Carnival to not be removed.
2. Advance jobs or jobs that have some barrier to entry are a thing in FF games and a lot would be fine with that. They could keep the learning method they decided on. We don't know the chance of learning a spell yet besides that it will be "rare". They could make it something like a 20% chance to learn a spell and I think that would be fine.
3. There's some saying there's no point in the Carnival and it was a waste of resources. Most on the unlimited blu side have said the Carnival looks great and hopes SE leaves it in if they were to listen to our requests. As for the dev hours thing, that's why I said we would possibly have to accept a slow patch pace. Give them the time to work on these various things.
4. Why would an unlimited blu end up as a reskinned rdm? Are all the casters just reskins of each other? Two points here. First being that there are still other mechanics for casters beyond what we already have in the game. Second is that we don't know how they would make unlimited blu. They could make it the first multi role job for example.
5. I still remember when BRD was the best overall job for raiding in 2.0. SMN has taken a long time to get to be a spot it is in now but 3.0 smn was still accepted more than it was in 2.0. It started to become something more than a WoW warlock clone. Not everyone is going to like every iteration of jobs. Should they not add the gunblade job because it might be changed in a way people don't like in the 6.0 expac?
6. Yoshi P said that he wasn't sure how to make rdm work in the game before but they ended up making it work to mostly positive reception. I personally would like it to have some more melee in the game play but it's a fun job.
Limited blu can't access a large portion of the game.
For some of us, this is the most important type of content. So the Carnival can be amazing and we could want to see more of it. That still won't make up for not being able to play as blu where it matters the most to us.
What spell did they remove in this example? If your point is that they added new game play but had to balance out SMN to keep the same output that the devs were happy with then I'm not seeing the problem. It is unfortunate that there is probably some that loved SMN before 4.0 but that's the nature of mmos.
There's a difference between "go level up these jobs to have access to all your potential abilities" and "here's a lot of abilities you can go learn". We don't know if all spells will be necessary to finish the Carnival and which ones will be part of a "mandatory" build for soloing. There's a large chance that players won't learn all the spells because they don't view them as being important to what they are wanting to do with the job.
Or even just a toggle that can be changed within like a city or inn room. I'm not a programmer but I'd imagine that it would be possible to take the automatic switching of abilities when you go into PVP and make a manual switch that can achieve the same thing of swapping between limited and unlimited blu.
Last I heard, the JP forums had a similar split of close to 50/50 in how they are viewing limited blu. Just that the discussion is less abrasive and not in multiple threads like we have.
It's been even longer since I heard someone mention how it's going on the German and French forums but it was a similar situation back then.



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