I'm excited for blue mage, especially how you could be in tank stance or healing stance as well.
I'm excited for blue mage, especially how you could be in tank stance or healing stance as well.
That is ridiculous, and I think you know that.
Furthermore, when arguing that BLU had to be overpowered, I don't think anyone actually believed it fully depended on having the exact same skills as the monsters, but rather an understanding that the job and its mixing of abilities would allow for combinations and rotations that break the normal balance.
Lo and behold, we have one ability that already does more in one GCD in terms of status effects than any other player ability in the game, and it can work alongside 23 others with all sorts of effects and potential.
In short - you're being hyperbolic, and really should stop.
Looking through the details that have come out on BLU from the LL I'm just continually baffled on this. Their major 2 excuses for not letting BLU into relevant content was 1) monster abilities would be too powerful and 2) people wouldn't have the abilities they would need for content in the first place. Yet the info that has been surfacing shows that, at least some, abilities are not 1 to 1 what mobs do but modified versions. Raising the question further why they can't let BLU do content like everyone else if they are already changing these abilities? And from the LL they said BLU would get job quests every 5 levels that would require them to obtain a certain spell to advance. Which is exactly an idea many suggested as a means to establish a BLU spell list that would be what they use for balanced content, the rest is fluff you can do for the carnivale and open world stuff.
Sadly, the devs won't listen. BLU and this limited job experiment is an obvious train wreck in the works to add to an increasing list of blunders. Instead of being flexible and starting course correction now the devs will probably realize their mistake sometime late in the 5.X patch cycle after trying to make a bad concept "work".
I just don't know what I expect anymore. I mean, things like Diadem and FATEs have been complained about for years now, and the devs constantly try to make it stick and be a thing.
Hey, y'all hear that?
It's the sound of goalposts moving.
Answering bolded part, rest I agree with. This is even more true now that you don't need to level a specific class to 15 to get the job like pre-SB. To get white mage, I had to level to 15 archanist before I could unlock it and this is no longer the case. I know people complained about removing that requirement, but it has stopped the excuse for not having a job crystal.I do agree with you on this - it's painful when someone is drastically unprepared for a zone. Unprepared is one thing - drastically so is another. Recent thread about Castrum Abania at i272 even echoes that sentiment - a lot of people feel the same way, to varying degrees.
Would make everyone's lives so much simpler to put some basic restrictions on zones and roulette - nothing too high where it would prevent new players from participating. But a level 41 dungeon with no job crystal is a little ridiculous.
- Require job crystals for dungeons over 30 (Brayflox and higher). If I were that new player, I wouldn't bat an eye at that - oh I need job crystal? Oh ok, I need to do that then. Done.
- Minimum ilvl for dungeons. Shouldn't need to be fully geared up to do everything all the way through the game, but having a dps come in with a dreadfully low ilvl where they are doing little to no damage is just a waste of a spot and makes the run harder for everyone else.
- Allow BLU into the DF - and require a certain number of actions, specific actions, or type of actions learned and slotted in (if you cannot change them in a dungeon); Disallow certain abilities that would break specific encounters; Disable effects on abilities on bosses as needed (such as silence, bind, etc)
Maybe your idea for DF for BLU could be done, although I'm curious if we can swap skills in Dungeons now with BLU as despite popular belief it can go in dungeons and trials as some skills require it. Not having to worry about PUG's may be a good thing without re-writing the code to make sure certain skills are learned before going into a dungeon for roulettes. I know I'll at least try the class and bet PF will get lots of BLU's looking to run dungeons to learn skills like from Cutter's Cry, Ifrit, and Shiva.
I thought I was being very clear that I find line of thinking ridiculous.
The number one argument for why BLU couldn't work in party play is that the abilities could not be changed. We've already seen that premise blown out.Furthermore, when arguing that BLU had to be overpowered, I don't think anyone actually believed it fully depended on having the exact same skills as the monsters, but rather an understanding that the job and its mixing of abilities would allow for combinations and rotations that break the normal balance.
There's no reason why it has to be a GCD. Once you accept the fact that blue magic does not have to completely match enemy skills, you can tweak it as much as you want, as long as the end result still feels like blue magic. In this case, they balanced Bad Breath for the Limited solo-based BLU, but there's no reason to assume they couldn't have balanced it for group play while still keeping the feeling of Bad Breath.
Last edited by Beckett; 12-22-2018 at 05:15 AM.
I imagine something fun might be 45 second-ish cooldown, plus 15 seconds for each mob hit. So you could actually add a x second paralyze, y second blind, etc, onto monsters, greatly reduce that huge trash pull damage, but also your bad breath is now like a 5 min cooldown lol.There's no reason why it has to be a GCD. Once you accept the fact that blue magic does not have to completely match enemy skills, you can tweak it as much as you want, as long as the end result still feels like blue magic. In this case, they balanced Bad Breath for the Limited solo-based BLU, but there's no reason to assume they couldn't have balanced it for group play while still keeping the feeling of Bad Breath.
Bosses for the most part are going to ignore 90% of bad breath, so for them it's just a reprisal on cooldown with some damage.
At least we know that the check to learn the actions is done for the entire group instead of being done only one per BLU in the group.
Which means that no matter how you look at it, it'll always be better to learn skills in group. And since some skills can only be learned in dungeons, people should expect to see a lot of PF and group play around Blue Mages parties.
While that's not DF, it's a really big incentive for group play, as going solo is objectively the less effective way (and won't let you learn skills from dungeons anyway).
Can't wait for that solo experience they tooted BLU to be
This is the one thing that has me completely confused. They explicitly stated that this job was intended for solo play and then... offer benefits for partying up with other players?
Are we supposed to be partying up to unlock primal abilities like Glacial Arrow as well then? If that's the case then how is this class designed for solo play?
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