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  1. #11
    Player
    Razorfinch's Avatar
    Join Date
    Jan 2019
    Posts
    1
    Character
    Kevel Celadreal
    World
    Goblin
    Main Class
    Ninja Lv 70
    while many of the changes would be good, such as changing potencies and the nature of the blu weapons so that they could produce damage like other jobs, some of this looks overcomplicated and heavily leaning towards removing the rewards of obtaining spells through personal achievement and effort, which is central to the whole motif of BLU.

    1. Just remove BLU's restriction from not having access to the DF synced altogether. Instead make certain abilities. (the only one I can think of being 1000 needles) unusable in synced content under level 45 maybe? 1000 needles is really the only spell that does not scale well. Level syncing abiltiies in general is /okay/ but I think most spells are fine as is aside from 1000 needles for any content tbh. tailscrew/missile/and doom already only really work on trash mobs so those are not likely to break anything meaningfully.

    2. Instead of replacing certain abilities with quested copies, thereby removing the need to endeavor to obtain them. Utilize the ability for blu to enter content synced to create a more rewarding and fun way to get them. Increase the drop rate on the rarer abilties obtained through trials and dungeons to something reasonable like 20-30% and make it so they are only obtainable by doing the content synced. Want glass dance? learn and beat Shiva EX synced you would only need a few runs to get the ability, synced content is already pretty easy especially with the echo. It would be more rewarding and not grindy at all if instead of being carried through the content 100 times you have to learn the fight and complete it as blu a few times. If anything the learn rates in this scenario should be reversed, having field mobs drop spells much slower than trial and dungeon mobs.

    3. Personally I think mighty guard is fine as it is. it's a handy tool for soloing and the idea of having BLU be a "ghetto tank" is appealing in it's own right. If anything I'd like to see BLU be encouraged to take on a tanking spot for some of the less intense content such as dungeons, using CC and mighty guard. We could use more tanks in this type of content, why not let BLU flex into filling that need? Obviously a BLU should never be on par with regular tanks, and likely should not be able to que as tank for 8 and 24 man content, but dungeons? Let them eat cake. BLU having a small tanking kit that would let them flex into that role is nothing but a good thing imo.

    I personally have no problem with BLU just being level 50 until the dev team has time to develop it up to cap, but I think it's far too limited as is. There's no really great reasons for it to be as limited as it is rn aside from like 1000 needles being super overpowered in lower level content. I would vastly prefer "limited" being "limited for a time until we finish it." rather than "side activity". The Masked Carnivale is nifty and a fun way to earn a few spells, but engaging endgame content it is not.
    (1)
    Last edited by Razorfinch; 01-23-2019 at 06:33 PM.