Your whole argument kind of falls apart when you realize they have skills set to data as being able to be checked, they could easily add a check to dungeons based on levels like 1-30 no x skill 30-40 no x skill. Making restriction by skill acquisition pretty much a moot point, especially, they already have you slot a certain selection of skills, they could easily have set a flag to prevent the problems you've stated BECAUSE they already do it to check skills for the job quest (as well as levels)
I just don't think your qualified to talk about job diversity especially seeing as every job in the game is quite significantly different than each other at high-end play. BLU is literally no different than any other job based on whatever crazy criteria you have for being "unique" BLU is still at it's a core a TAB TARGET job, the same as every other job, changing the name of the button you're pressing does not make BLU this great innovative piece of content that breaks XIV. The only thing that makes BLU unique when compared to other jobs is it's carnival and learning, which honestly is just a more roundabout way of doing job quest that is somehow INFERIOR to the XI experience it had since in XI you had this unique leveling AND could group.
You keep claiming if BLU was made into a DPS it would be a cookie cutter job and not unique at all without even considering BLU's history as being a physical attacker with debuffing monster abilities. Or the fact that it wasn't balanced around normal party mechanics despite it being EASIER to have a level 70 boost you then a group of BLU's boost you and this being an ADVERTISED method supported by the DEV TEAM of letting you play your job.
It's a joke the entire job's design is a counter intuitive mess that spits on it's on concept once you hit it's end game, and even before that if you can count the 30 or so levels you're spamming thousand needles ad infinitium. The only piece of content that offers variety for BLU is the carnival which is already painstakingly dull and requires the primal abilities in some cases and can be cleared and becomes THE EXACT SAME AS TOMESTONE GRINDING for the next week.
Honestly, no weapon damage, no duty roulette, no end game, no raids, no alliance raids, no STORY QUEST, no pvp, no eureka, no gameplay.
If this is what you consider the peak of creative gameplay design I'll take about 50 diadems next expansion.
The only playstyle departure BLU has from other casters is that it's locked at level 50 and half of its skills don't work. As someone who has every job at max level and has spent considerable time on every single caster, including BLU, BLU isn't that deep or different.
um it is deep and completely different ive done the same and mostly main mages although blue is only 28 its completely different than all other mages and honestly is deep if you pay attention 2 it...
the only reason y it might seem like that is half the abilitys need to be fixed and it only goes 2 lvl 50 for now once it gets in the 70s like the other jobs it will be completely noticeable how different it id
"All roles were the same about 4 years ago" Man BLU's really set a lot of progress.
i have it 50 and know its rotation on other my and account my kitten lol
just start it on this one.
and news flash in reborn at 50 all mages for the role was basicly the same as well before hw came out
also if your looking at blue rotation wise then you have no right 2 play blue mage period...
blue mage might be limited ability wise for now but later it will have 4 different rotations
i have played them on my old charachter back when the level cap was 50. back then there was alot less easy exp, so getting any job to 50 after the first one who had many quests was longer than it is to get to 70 right now. Basically you had fates, leves, and whatever sidequests you had left/willing to do, or 1 of 3 roulettes.
now, back then there was only two, summoner and black mage, or before the new jobs, conjurer or thaumaturge.
anyhow, i have played them, they didnt do it for me. blue mage was cool. That means its achieved its job of offering something different for people who for whatever reason didnt resonate with other casters.
.
It's a joke the entire job's design is a counter intuitive mess that spits on it's on concept once you hit it's end game, and even before that if you can count the 30 or so levels you're spamming thousand needles ad infinitium. The only piece of content that offers variety for BLU is the carnival which is already painstakingly dull and requires the primal abilities in some cases and can be cleared and becomes THE EXACT SAME AS TOMESTONE GRINDING for the next week.
Honestly, no weapon damage, no duty roulette, no end game, no raids, no alliance raids, no STORY QUEST, no pvp, no eureka, no gameplay.
If this is what you consider the peak of creative gameplay design I'll take about 50 diadems next expansion.
They could do a lot of things, but they dont want to mix things. They want regular jobs to be streamlined, and similar in how they go about doing things. They dont want their to be a whole extra layer where someone picks up blue mage. Also i have never seen a skill check for dungeon yet, not saying it doesnt exist, but i have never experienced it.
also, one thing vastly different, as you said is, skill aquisition, another thing vastly different is how you level up. Another huge difference is it breaks role rules. Its can survive better than any other dps, and heal better than any other dps. That alone is a huge departure.
It has insta kill gamble skills. It can frontload the equivalent of 4800 potency at level 50, at the cost of its life. It has low cooldown stuns/pushes, and can manipulate mob behavior more than any other class. These are not the type of things they would design into basic classes, because it destroys the general planned flow of combat.
in regular dungeons, they dont want people to be able to just self destruct and kill a boss in 10 seconds. They dont want the healer role being written out by rotating use of white wind. They dont want one player to be able to move monsters locations without limit. They dont even want to make sure that the consistent dps of blue is equal to.
blue is different, not because of intricate mechanics that are varied, its different because it simply doesnt play by the general rules of whats allowed, and whats not allowed. The way that blues might choose to tackle a situation are different than they want regular game flow to be.
Blue is supposed to do things like moon flute, blow up the enemy, then kite or diamondback for 15 seconds. There are tons of weird mechanics and strategies that only a job which isnt playing with the same paradigm would have access to.
also, as i said, they need to expand the amount of content blue has a purpose in, and give blue reason to actually play the class instead of being carried by higher level players.
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