I'm interested in seeing if Yoshi-P still claims the feedback is majority positive as he did before. I fully expect him to say "people played it, so it was a success."
I'm interested in seeing if Yoshi-P still claims the feedback is majority positive as he did before. I fully expect him to say "people played it, so it was a success."




"FATEs are a success because players keep doing FATEs voluntarily, not because we force it on players at pretty much every chance."
Also, if it's the "feedback" collected by the same people who claimed "70% positive" and/or thought Alliance Loot needed to be Greed-Only, I wouldn't be surprised.



I just hope changes come soon and they don't use the numbers to claim success, there are some legit problems with limited jobs.
But I think the absolute worst way to play this, would be to claim that "It wouldn't be Final Fantasy!" otherwise.
Last edited by Kallera; 01-25-2019 at 11:10 AM.





Everyone and their pet chocobos wanted to try BLU and probably have by now. I don't think numbers indicate success but it wouldn't be the first time that they thought it did. Any time that a piece of content is new people will flock to it to try it out. We'll just have to take the "wait and see" approach for now and hope for the best. BLU has potential, it really does. It just suffers from a few problems that should honestly be addressed asap.
Last edited by Vahlnir; 01-25-2019 at 11:28 AM.
The best would be that they do take the posts to their heart (I mean even the JP players are negative about it) and try to change it and dont give us more of those limited jobs if that is what they end up being. But my inner skeptic just also believes that they look at the amount of people that played it (like somehow Eurkea was successfull because people are doing it and also people doing it means they are having fun) and declare it as good or maybe its going the route of: Well its the players fault, they cant decide what they want and I have told them that Blue will end that way in an interview years ago. Completely ignoring that things can change and that even those that wanted a solo blue are not all happy with what they got.
Last edited by Alleo; 01-25-2019 at 11:30 PM.

Tbh I don't see the balancing issuess people seem to have.
Yeah, it has some strong skills, but none of them are op or can't be easily fixed. Let me get through list quick:
White Wind
Level 5 Petrify
Bad Breath
Peculiar Light
Missile
Tail Screw
Doom
(Mighty Guard and 1000 Needles)
Let's start with Mighty Guard and 1000 Needles. Mighty Guard's damage reduction is quite severe, so it can only be used with fixed dmg and is therefore only as op as 1000 Needles is. Needles on the other hand don't scale into the late game. With proper weapon and gear it would be outclassed by other aoes around the 32's dungeon and around 41's or 44's dungeon by single target attacks. Before that it does break the dungeons, but seriously would anybody complain if the early dungeon could be done quicker if you get lucky and get a blu in df? I doubt.
Lv 5 Petrify, Missile, Tail Screw and Doom are very similiar as they can end battles very quickly but have a low success rate. Make bosses immune to them and keep or even lower the low chances for thrash mobs in dungeons. Using Doom on a single target, hoping it hits and then wait the 15 sec, and thats for every single mob in a pull? You might be quicker just aoe'ing them down.
Bad Breath and Peculiar Light. Well bosses are immune to heavy and slow anyways, add a immunity to paralysis and we are fine. Again the full effect on trash mobs isn't really too strong. If a 10% dmg- for 15 sec at the cost of a gcd seems to OP you then just add a immunity period for every target hit by Bad Breath. Or just change it to a 30sec-60sec cd talent. That talent idea would be also good for Peculiar Light.
White Wind is probably the only spell i really would call OP. Give it the the added effect of doubled or even tripled mana costs in dungeons/trials/raids, that should nerf it enough so it can't be spammed in those instances. There's also the option to change White Wind to a talent like Second Wind.
All the other stuff the Blu has right now is nothing other classes can't do, too. Except for paralysis. But again, give bosses a paralysis immunity and that problem is solved.
These are just my ideas. I might have overlooked something, but as far as i can see now, there is nothing that does make the Blu op/prevent it from being adjusted for party play. The only game breaker Blu has is Mighty Guard/1000 Needles, and and since it doesn' scale, the problem solves itself. And again, is it so bad to have a random chance of a quick early dungeon run in df?
Actually I think Blu would be a really good Tank Mage with Mighty Guard/The Look and all the status inflicting spells. Just make sure he's guaranteed to gain the really essential tank skills (especially Mighty Guard and The Look) through level up and let him learn the other from monsters just like Blu does now.
Last edited by Lartus; 01-26-2019 at 01:58 AM.
Totally agreed. It would be some work to change, but honestly, it’s not that far off. You could give it a trait to boost its Vitality by a proportion of its Intelligence, or you could do the crazy thing and add a set of armor that has tank stats except with Strength replaced by Intelligence. You could give it a trait like Divine Magic Mastery from PLD to help prevent casting interruptions.
There’s a whole lot of spells that can help fulfill tanking duties already, too. Sticky Tongue could help pull aggro and save an ally, Bad Breath can mitigate damage, Ice Spikes and Veil of the Whorl encourage you to get hit... it could honestly be a really fun twist on tanking. Plus, come on! The icon would be blue!
I do think that forcing you to learn through level up wouldn’t be the best solution though. It’d be more fun if you got a quest that gives you the knowledge you need to find that spell (that is, way more than the Spellbook currently gives for unknown spells). That way it still feels like a hunt of sorts.

I was talking about immunity to instant/near-instant death (Doom and Tail Screw), percentage based dmg (Missile), stone and paralysis because they are just to strong (or just silly) against bosses. So the magic vulnurability, dmg reduction, blind, slow, heavy, silence and stun which the Blu offers are still there, unless the bosses aren't already immune to them.
Also I said that only bosses should have those immunities, not the trash mobs in dungeons or the open field mobs. Also, most bosses in most FF are immune against said status ailments/dmg types.
Or to make it short: I fail to see how the only thing making Blu unique is instant killing a boss with doom.
Thing is, for Blue Mage as tank is The Look and/or Mighty Guard absolutly mandatory. If your Blue Mage tank has no enmity generating skills, then he's basically useless. Therefor you have to make absolutly sure that he has at least The Look before running into the first dungeon.
Last edited by Lartus; 01-26-2019 at 03:59 AM.
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