BLU as a limited job simply is not fun. I have mine at 50, all spells, all Masked Carnivale completed, Perfect Blue title equipped. The most fun I have had with it is glamouring as Quina and making a spellset of 17 spells that mimic Quina's list in FFIX as best as possible.
- Leveling is fun at first but quickly becomes boring. This is why people do the job change method or take turns with a friend pulling lots of enemies.
- The Masked Carnivale is fun at first but quickly becomes boring. Most fights have a mechanic that requires 1 or 2 specific spells and once you learn that mechanic, even the most difficult fight becomes as easy as level 20 Ifrit unsynced on a 70.
- Learning spells is fun at first but quickly becomes boring. The % chance needs to (at the least) be swapped between trials and overworld. I learned most overworld spells in under 5 minutes and could do it on my own no problem. Trials I needed to either rely on a 70 friend or join a group of people for many hours. It was a nightmare doing Shiva and Garuda 60 times each for both myself and my friend. It was actually easier to solo them with just my 1 friend as so many people dying to mechanics is rough on MP and making sure everyone is alive before the kill.
- The idea of being overpowered is fun at first but quickly becomes nonexistent. All the abilities they claim would be too OP to make this a full job are not even available to be used on most, if not all, dungeon bosses and trials. If they're going to be OP and be limited to playing alone/premade/stuck below cap, then make these abilities actually work. If not, there is literally no reason to not have them be a full job. The most annoying part about this, is that Masked Carnivale encounters also feature resistances to these spells, further emphasizing point #2. If so many things are going to be immune, why bother including them at all? Some don't even make a lot of sense: In Garuda, Satin can be Missiled down but the other feathers cannot.
It would be very easy (in my opinion) to make them a full job.
- Create spell list #6 which is strictly for group play. Some spells will either need to be forbidden from being slotted and will be greyed out, or will need to have their effect changed to set damage, support, or mitigation (like Missile, Doom and Mighty Guard).
- Set #6 will only work if it has a total amount of potency or power. If you don't meet X amount of potency/power, you can't queue; just another check along with ilvl. Also include a max value, in a similar concept like TT card decks.
- If you only meet the minimum potency, it will be due to having several support skills like White Wind equipped. Make this minimum potency equal to RDM DPS.
- If you hit the maximum potency, it will be due to having no support skills equipped. Make this maximum potency equal to BLM DPS.
- Increase MP cost of White Wind and Bad Breath when placed in list #6. This will keep their usage limited to emergencies special damage mitigation.
- Spells that paralyze and petrify can actually stay. They are functionally no different from a WHM Holy stunning trash packs, a BLM sleeping groups in low level dungeons, or a PLD pacifying a boss. If an enemy is immune to Sleep, make it immune to paralyze (seems to be the case with bosses already). If an enemy is immune to stuns, make them immune to petrify.
Since we are limited to only setting 24 skills as it is, it should be very easy to balance. It would echo FFXI's system of each spell being worth so many points. With the types of spells BLU gets in this iteration, it wouldn't likely be very cookie-cutter, either. You'll have some BLUs that prefer to focus on some support via various enfeebles and WW who pull the DPS of a RDM, you'll have some BLUs that prefer to go all out with damaging spells who pull the DPS of a BLM, and you'll have some BLUs that fall somewhere in the middle pulling the DPS of a SMN.
The one thing I'm really unsure of what to do with, would be the spammability. As it is, you pick your best potency spell and spam it. Perhaps list #6 should increase the cooldown on all spells by a lot, with each cast reducing that cooldown in a way similar to SCH's Aetherflow cooldown being made shorter with each AF ability use. This way you could cast your long range spells in any order you wish and when they go on cooldown, Loom or Flying Frenzy yourself to the enemy to cast your short range/breath spells which in turn will make your other spells cooldowns come up more quickly.


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