Last edited by SDaemon; 01-15-2019 at 05:39 PM.
Lol that's not how the two sides work. We aren't discussing the solo content, we are discussing whether or not your idea, and mentality, is good or not. Maybe some people are talking about other things, about how the solo content is good and doesn't need "fixed", but that's ultimately your fault for the attitude that you have brought to the discussion and the wording of your title and posts.
Your ideas are a wishlist. I wish PLD could have holiest of holy, and I wish that BRD was a support. I also wish FSH was more like the other two gatherers. None of these are broken, this is just how I would like the game to be and others will definitely disagree with me
but why? have you answered that yet? Like people have mentioned, Fishing is barely relevant yet it completely has a place in FFxiv. why does Blu HAVE to be used in regular content? why is duty finder such a clutch to enjoying the game? are you having a problem finding parties?
this is like asking to use Logos Actions outside of Eureka. we know its not impossible, but again, why should we?
Which means that you'd have to build Blue Mage so that you either make the job far more punishing to players with bad RNG they're barred from group content for not being able to learn spell X or set it up so spells are learned automatically like how every other job works, meaning that there would be no "going out and learning" spells like we have with Blue Mage now. Again, you just can't have it both ways here.I did add you'd have to learn them before joining DF*, therefore players wouldn't be toxic to a blue mage because if you see a blue mage then you'd know they have those skills. So your issue about mean players won't be one. Also I believe that should be true for all jobs, not just blue mage (no joining end content without your important spells).
Smart programming is designed around the premise that end users are either idiots (*coughXIfanboiscough*) and/or masters of exploitation with every possible intent on wrecking your stuff with as little effort as possible. It's because of this that we have the Blue Mage that we have now.
Which means that you'd have to build Blue Mage so that you either make the job far more punishing to players with bad RNG theya're barred from group content for not being able to learn spell X or set it up so spells are learned automatically like how every other job works, meaning that there would be no "going out and learning" spells like we have with Blue Mage now. Again, you just can't have it both ways here.
Smart programming is designed around the premise that end users are either idiots (*coughXIfanboiscough*) and/or masters of exploitation with every possible intent on wrecking your stuff with as little effort as possible. It\'s because of this that we have the Blue Mage that we have now.
Please be creative with your problems listed though, you list an issue now make a solution. You're worried it's too punishing- is there not a way to tweak the percents?
You haven't given me an unsolvable problem, just said there are problems that need addressing and imo (lol) they are very addressable. You can have both, I'd actually arguing having both helps the chained idea a lot (giving it more sturdy ground to rest upon).
Also consider some punishment is the cost some people /want/ and is a reward balance for having a whole mechanic under your belt of limit and unlimit (obviously 1 percent drop rate on a required spell would be rage inducing lol). Like finding your own pet in wow for hunter or other special quests for jobs in that game, no it's not bad - it is a fun extra step (I want the step, you haven't unsold me).
To add another thing to think about in terms of cost is Blue Mage levels faster but has to spend more time gathering spells - balancing out what other jobs have and don't have to do. The average time spent could very likely be the same and balanced in a nature between a normal job and an advanced job.
Beyond that you could add a simple counter measure to failed learning, but I don't think you would given % around 40+. (Short concept is each time you fail to learn a spell you get an item that can be used to boost your learning %, all stacks of said item are consumed at once and return stack number + per failing and vanish on success. This system would work for /all/ blue mage issues such that a blue mage is never stuck in a true RNG lottery but again at 40%+ the problem shouldn't be that. Also could be chained exclusive if SE wants it to be impossible to do that to the unchained part).
Last edited by Shougun; 01-16-2019 at 01:01 AM. Reason: phone adds weird slashes and stuff..
I would rather see more classes the way blue mage was implemented. Maybe after so many of those classes are in the game, you could sign up for a duty and be grouped with them instead if the normal battle classes. I wouldn't mind negating the whole trinity system for them and creating their own "end game" for challenges.
I'm confused. How would allowing the classes to participate in the things they can't currently be limited? With no trinity system there would be less limitations. Maybe I'm not reading this right, sorry.
Last edited by DevonEllwood; 01-16-2019 at 12:32 AM.
No, just no. Regardless of how fun playing around with blue mage I don't want to see "limited" anything used more often.I would rather see more classes the way blue mage was implemented. Maybe after so many of those classes are in the game, you could sign up for a duty and be grouped with them instead if the normal battle classes. I wouldn't mind negating the whole trinity system for them and creating their own "end game" for challenges.
That's not constructive to the argument. I actually really like the idea. As much as people dislike Eureka, the idea that content can have its own progression independent of the rest of the game really opens up the theme park aspect of the game and gives players more options to shoot for. It's one reason I currently dislike ex primals, there isn't much reason to do them if you have BiS outside of pony/bird/doggo farming, which is more reasonably done unsynced. If "limited" jobs had their own progression, it would give players a lot more reason to log in once regular content is done.
People are sick of the standard flow of gear grind - raid - BiS - repeat, and the alternative in the form of relic became equally stale in the way that ARR and heavenward did it.
Content like Eureka (again, that's not saying Eureka was good, just that it's alternate form of progression was good in theory), and BLU give players new options for endgame that don't involve the stale formula, and it's additional content once raid is beaten, which a standard job is not.
I wouldn't hold my breath on BLU reaching 80 during 5.x. In a recent interview Yoshi was asked if BLU level cap would be raised to reach 80 during 5.x and he pretty much said they'd have to work themselves to death to achieve that. Trying to find the interview right now.You know... There is nothing saying that BLU can't do raids.
They just can't queue up to find a PUG, they can go into any dungeon, any trial or 8 man raid as a part of a premade or Undersized party (using the undersized DF option)
The level cap of 50 will be raised at some point, unless people convince them to drop the class, when they can reach 80 during Shadowbringers, they should be more than capable of entering anything except the 24 man raid.
Edit: Here we are. This was the question that I was referring to and was asked during an interview with Gamewatch:
Game watch: Will BLUs catch up to level 80 during 5.x?
Yoshida: If we keep raising the level cap with that pace, us developers and players will all faint (bitter smile).
Last edited by Vrankyl; 01-16-2019 at 01:48 AM. Reason: Additional Info
I agree. It's good to have content that branches out from the raid/tomestone based end game loot treadmill.That's not constructive to the argument. I actually really like the idea. As much as people dislike Eureka, the idea that content can have its own progression independent of the rest of the game really opens up the theme park aspect of the game and gives players more options to shoot for. It's one reason I currently dislike ex primals, there isn't much reason to do them if you have BiS outside of pony/bird/doggo farming, which is more reasonably done unsynced. If "limited" jobs had their own progression, it would give players a lot more reason to log in once regular content is done.
People are sick of the standard flow of gear grind - raid - BiS - repeat, and the alternative in the form of relic became equally stale in the way that ARR and heavenward did it.
Content like Eureka (again, that's not saying Eureka was good, just that it's alternate form of progression was good in theory), and BLU give players new options for endgame that don't involve the stale formula, and it's additional content once raid is beaten, which a standard job is not.
Now, I certainly get why fans of blue mage who wanted to main it as their main job for msq and general gameplay are disappointed by the limited aspect. I totally get that. But in general, I like the idea of limited jobs so long as they're unique, interesting and have their own sort of 'end game' to do with them like the masked carnival. A big part of how I feel about blu will depend on the carnival and how much they add to the idea as the level cap and spell list increases. And honestly, I don't think it was likely that blue mage was going to be added to the game anytime soon as a normal job anyway because we got red mage last expansion putting us at three casting dps, so I don't think we'd be seeing a traditional blue mage caster dps anytime soon.
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