Loom having longer range and shorter cast time would be nice, I wanted it to esuna self just to spice up the use a little (hence the extra mp cost too). Plus it sounded about right that if you could teleport yourself that you might be able to shake off some elements too :P.
As for being happy with blue, I've had some fun and I've had a lot of questions lol. First earning 1k needle was a huge high, and revisiting all the other spells felt really bad afterwards though (to me). Which is why I'd love to see blue mage get a buff in many places (without buffing 1k needles ofc), because.. they're supposed to be off from DF due to balance reasons, I don't want to ever be thinking "bet my level 50 black mage could kill this faster" lol.
Yeah I saw the ram / dragon combo and the numbers had a bit of a "oh my, that's nice" but the problem imo was that "oh my" wasn't common enough, if Blue is locked out of duty then I think a lot of Blue Mage's kit should be looking like Ram/Dragon (of course not with the same exact mechanics though). Didn't feel like my stick was nearly as big as it should be for all the restrictions in play lol.
1. Even if you could overmeld intelligence materia onto it that'd be better than nothing lol. Feels quite "but y tho", I agree. Or you know they could add a mini-relic sort of quest so that you could add stats to it that way. I get that they didn't want to design 100 walking canes for blue mage but nothing feels off as you said.
2. Add squadron and trust system to that, and I agree. Blue Mage at least how I envisioned enjoying a limited blue mage would be a job that allows me to do any and all old content the most efficiently and hilariously, walking into Ultima EX instance and making a new broom out of that shiny armor. Eureka being another good example of letting players go in and enjoy content that might perish otherwise. I was hoping to see a chocobo buff that allows the treasure chests to be done solo via this sort of thread here, but I could also see blue mage being allowed into the content (it's not exactly dead yet either but I'd prefer to do it solo).
3. Absolutely, that's a main reason you see all the combos I made in the OP - many of which are not just potency buffs but also many combos have overlapping compontents such that there are multiple ways to use one ability, was hoping that it would lead to people trying different combos and each time they get a new spell people have to really think about their interactions. Do you want another fire spell because fire angon is going room wide insane for 25 seconds... or do you rebuild your whole kit for dots and take that new water spell that causes all dots to apply their damage at once?
That's fair ram and dragon require funny movement, although I believe I didn't suggest any combo that relied on that part so you should be good from me lol. Good point on petrification on bosses! Actually reminded me that I need to buff the potency on high voltage in my list, thanks lol (130 is a bit .. "hokay, great now what?").
I think final bosses being immune would be fine if the rest of blue mage's kit was brought up to sufficent power levels. I mean I prefer that blue mage is a damage powerhouse, taking a solo title in any content that Blue Mage can enter, but if they don't want to do that then yeah I guess I agree I'm not sure anything needs to be immune to things like that. Besides perhaps scripts may break and boss AI becomes dead lol.
Interesting, would add more flow between the carnival and other parts of the game and I do like conceptual flow. Problem might be they stopped listing monsters with elements a long time ago, but if they didn't then that might work~
Imo the unbalanced version of blue mage should only be restricted to currently relevant content, and nothing else be locked away. So yeah I agree MSQ, Eureka, any and every dungeon should be enter-able besides content that SE doesn't want a blue mage casting doom in lol.
Definitely more single target combos would be nice, I mean they don't have to be combos but I liked the idea of spells interacting enough that I'd love to see that.
And yeah there are a lot of wet noodles in the blue mage arsenal lol, too many imo. There should be no noodles! haha
Agree, hence the big list of combos haha. Interesting idea on the blue mage, that'd be nice. Personally I think they have the % rates a bit off, seems like dungeons are rarer than open world and I'd like that to flip. It could also be because dungeons take so long that it's just a feeling that's not true lol.
I think it was for the sake of single target damage but casting too many prebuffs is not something I really love doing which is why I made some of the changes to bristle and toad oil lol. (Bristle having cooldown but lasting 5 spells (30%), and toad oil being a permanent passive when equipped with more interaction potential between other spells). Not crazy about: https://youtu.be/6dxICJHd518?t=27 haha
I think part of it might be destroying the AI, like the boss just becomes broken and doesn't have code to fix itself lol. "Oh no I've been petrified, time to give up on life now" haha.
I very dislike low chance of success spells which is why I came up with the Faze combo, where in the spells are basically guaranteed but will be put on cooldown (not a 2 hour, just long enough to be happy to see it come back). I don't mind some bossing being immune to death mechanics but I'd like to see the rest of Blue Mage get a big powerhouse buff, rather than see doom work on all bosses I mean (although if they don't buff the rest of blue mage then I'd be less sad to see that happen lol).
They can put out some decent numbers later but when considering doing content by yourself those numbers don't really seem big enough, often enough, and as many interesting decisions to make them happen (to make up for the lack of a party).