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It's probably because your topic is presented as facts instead of hypothesis and because you personally attack him (Really far from "Yoshi-P seemed to dislike the job").
Problem is, some of your points are just completely wrong. The part about why bring BLU when you can have BLM is completely backwards...what was said is that it's unfair to have BLU do extra work to learn something that BLM get free.
Last edited by Reynhart; 01-25-2019 at 05:52 PM.



I have to agree with the previous poster it was a pretty inflammatory post, as much as I dislike BLU past 30, I don't think Yoship hates the job, I do think a lot of his interviews gives him the impression of being slightly arrogant which may just be translation errors/a reaction to the previous leaks. I do however also think this is just genuinely the best way that he could think of implementing BLU along with giving us job content in a way that we really haven't seen before, I think this was flat out the wrong way to go about doing that, but at least the attempt was made.
Disagreeing with the implementation should not equate to flinging hate at him or the dev team, and appreciation should always be given to their work, even if it may come off as lazy to you or others, it's still a lot of work and dedication. Forum posts like that just makes it seem like people who want BLU to be a full job/dislike this implementation of limited jobs, are one half salty and another half insane.
Here is possibly the sad truth. Limited or otherwise it is still a Job. Not every Job is loved or used by the majority of players. Half the player base doesn't have to use it. Or even 1/4th. Low teen % is probably in range for being 'as expected'. I don't think MCH in the entirety of it's existence has ever had a large group of users through all of it's ups and downs.
As long as BLU maintains the very minimum of what SE deems acceptable for a Job to have in players it will be a success. It will get adjustments and QoL changes but it will not be removed and the scope of change being asked for here (it will not be just changing a few numbers) will realistically most likely never happen.
Which makes me sad because by this point I really would love for BLU to have access to everything sans possibly new Savage raid tiers (for at least the first few weeks). That or take the collar around it's power limitations off and let the monster out to play. I guess what I am trying to say is hope for what you want, be vocal but kind and respectable even to those who want otherwise, give voice to your desires but do not set yourself up for more disappointment. As long as we don't attack each other needlessly over differing opinions it will at least be a voice they could deem worth hearing out.
Currently Playing: Blue Revolver


The entitlement.
BLU works like this for many reasons. One of them is to respect what a BLU is.
A BLU with only 24 generic spells wouldn't be a real BLU. Right now we have 49 spells and we're at level 50 only, so imagine how many we'll get at level 60, 70 and 80.
Does it need changes? Yeah, BLU needs some changes, and I'd like to play it on raids and dungeons at max level, but not at the cost of turning him into another generic job, destroying it's meaning.
I think they have a plan for 6.0 and limited jobs, but they have to improve the overworld and combat system first.
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Not even the JP audience is happy with it.
That is probably the best thing going as far as wanting adjustments to BLU. because there is no language barrier to many of the concerns that are being voiced here.
Limited jobs wasn't exactly welcomed at fanfest either, and as it turns out in practice, what it cannot do ends up being the highlight of the experience. wanting this job to be adjusted so that it is properly capable of delivering the this it was advertised to do, is not "setting yourself up for more dissappointment". The takeaway from this is that BLU needs more than just a potency adjustment, and limited jobs needs to change.
Last edited by Kallera; 01-26-2019 at 01:14 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.
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