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  1. #1
    Player
    Kazrah's Avatar
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    Jan 2015
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    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Kalise View Post
    There are numerous ways to implement BLU into XIV while keeping its identity intact, which have been proposed by numerous people across numerous threads.
    You mean like this thread? If anything, the fact that 1) there are so many ways that it can be implemented, 2) everyone seems to have their own idea of how Blue Mage should work in XIV and 3) most of those ideas (including the one that I linked) won't work in this level of the game show how little we--the players--know of the game.

    However, in making a Blue Mage concept back during Heavensward and then seeing the job in the game now, the only real takeaway seems to be that those who clamored for the job like it was in XI honestly got what they wished for: a job where you could go out and learn spells just like they could in XI, which resulted in a job appearing to be just as impractical as any other concept pulled right out of one game and slapped into another seemingly without any realistic adjustments that would make it suitable for all aspects of the game. Such adjustments would include an alternate resource system (a "job gauge"), changing or removing of all spells that work around percentage of health or have status effects other than stun or sleep that boss-type enemies would be immune to, and creating a somewhat-forced rotation that would mean removing the need to hunt specific mobs for spells and forcing the learning of spells into level growth and questlines. Yes, a "gating" system could be done where a Blue Mage couldn't enter certain dungeons, raids or trials because they don't have a specific spell or spell set except 1) this system screws over players with worse luck, 2) devs would have to painstakingly set those requirements for each and every single bit of instanced content and 3) players would of course whine and complain about specific requirement settings; all of this leads to far too much micromanagement work required of devs that could be busy doing a multitude of other things. In short, making Blue Mage a regular job requires eliminating everything from Blue Mage that regular jobs neither have nor do.

    That being said, I'm still not convinced we have enough information on Limited Jobs to really know if they're a bad thing or not. All we have is Blue Mage, one of the most highly demanded jobs for years left prone to some really bad explanations from devs as to why it is what it is in XIV. There is potential for it as a way of offering more appeal for open-world content, and maybe Blue Mage would be more popular if it didn't require going into dungeons or trials and truly was a solo gameplay experience. Either way, I'd still withhold my judgment on Limited Jobs until another one comes out and HOPEFULLY it will have a far better excuse stated as to why such a job is declared Limited.
    (1)

  2. #2
    Player
    Kalise's Avatar
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    Dec 2018
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    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kazrah View Post
    Such adjustments would include an alternate resource system (a "job gauge")
    Which is easily done.

    Just like it has been done with literally every other job in the game that gets a job gauge (Usually after level 50, if not sooner)

    Quote Originally Posted by Kazrah View Post
    changing or removing of all spells that work around percentage of health or have status effects other than stun or sleep that boss-type enemies would be immune to
    Which again, wouldn't be much of a problem to do.

    Bonus points: You can also tie these skills interactions to the shiny new job gauge you create!

    For example, make job gauge be about putting "Elemental Status" on enemies. So instead of skills like The Dragon's Voice and Drill Cannons relying on status effects like Deep Freeze and Petrify (Which don't work on bosses and are on DR for trash) you can simply use your job gauge to aspect your enemies to Ice or Stone respectively.

    The end result is 1) You've created the job gauge that you needed to. 2) You dealt with these skills that rely on CC effects to function. 3) You've created the "Elements Matter" effect that many XI BLU fans liked.

    Quote Originally Posted by Kazrah View Post
    creating a somewhat-forced rotation that would mean removing the need to hunt specific mobs for spells and forcing the learning of spells into level growth and questlines.
    Creating a forced rotation...

    You mean like already exists? (Only currently, half of the skills you need from it are from the Primals )

    With a lot of other useful skills being outright given to you through job quests and Whalaqee Totems?

    Quote Originally Posted by Kazrah View Post
    Yes, a "gating" system could be done where a Blue Mage couldn't enter certain dungeons, raids or trials because they don't have a specific spell or spell set except 1) this system screws over players with worse luck
    Unless you made the "Gating" skills not be luck dependent.

    Quote Originally Posted by Kazrah View Post
    2) devs would have to painstakingly set those requirements for each and every single bit of instanced content
    It honestly wouldn't be that bad. There are in fact some rather easy ways in order to circumvent this.

    For example in a "Forced Skill Setup" situation for duties... Level lock the ability slots and then ability type lock each of the ability slots (I.e. Skill 1 is filler nuke, skill 2 is debuff a la Off-Guard, skill 3 is combo set up skill a la Ram's Voice, skill 4 is combo finisher skill a la Dragon's Voice)

    Then you simply design around max level content (As well as using the leveling systems from other jobs to determine what levels new skills should be available) and then the game will auto-sync your kit down where appropriate.

    Quote Originally Posted by Kazrah View Post
    3) players would of course whine and complain about specific requirement settings
    ...Unless you don't put the "Requirements" behind RNG and instead make them easy to get?

    Then put in a failsafe so that during sync'd and level appropriate duties that someone can't equip a stupid skillset that is lacking any reasonable skills?

    Details of such a system have been discussed in a prior thread

    Quote Originally Posted by Kazrah View Post
    In short, making Blue Mage a regular job requires eliminating everything from Blue Mage that regular jobs neither have nor do.
    No, in short it is "I cannot think about how to design a Blue Mage that works as a regular job, therefore, it can not be done"

    The fact that current BLU is actually relatively decently balanced as it currently is at level 50 with its full set of skills, is testament to how it is on the right tracks of being a normal job.

    With skills that are part of the core rotation being: Requested by the Job Quests (Glower), given to you via Whalaqee Totem (Off-Guard) or easy to obtain (Bristle and Peculiar Light)

    With only Song of Torment and the 3 Primal skills you need (Eruption, Shock Strike and Glass Dance) being RNG gated behind non-soloable content (Though, it's not as if these would be impossible to put elsewhere within easier reach of BLU's just like they added all those new enemies to specifically teach BLU's various skills like 1000 Needles and Peculiar Light. For example, the final boss in Masked Carnivale uses all the Primal skills... Make them 100% learn chance from him and you've got yourself those 3 skills 100% unlocked by people who do the level 50 job quest)
    (9)

  3. #3
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
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    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Kalise View Post

    With only Song of Torment and the 3 Primal skills you need (Eruption, Shock Strike and Glass Dance) being RNG gated behind non-soloable content (Though, it's not as if these would be impossible to put elsewhere within easier reach of BLU's just like they added all those new enemies to specifically teach BLU's various skills like 1000 Needles and Peculiar Light. For example, the final boss in Masked Carnivale uses all the Primal skills... Make them 100% learn chance from him and you've got yourself those 3 skills 100% unlocked by people who do the level 50 job quest)
    You know I thought they were going to do this with azulmagia. The cutscene where they introduce him he uses a bunch of primal skills, so I thought it was going to be the case of, you fight azulmagia in a tough fight to get all the primall skills off of him (like how in FFV you could learn a bunch of BLU magic off of azulmagia), or you could choose to do the primals for an easier time learning them. But then in the actual fight he doesn't do any of them :/ .
    (4)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  4. #4
    Player
    Shougun's Avatar
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    Jan 2012
    Location
    Ul'dah
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    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Kazrah View Post
    You mean like this thread? If anything, the fact that 1) there are so many ways that it can be implemented, 2) everyone seems to have their own idea of how Blue Mage should work in XIV and 3) most of those ideas (including the one that I linked) won't work in this level of the game show how little we--the players--know of the game.
    To be fair I imagine Kalise was specifically referencing ideas made after the introduction of Blue Mage into the game (which have a higher detail of the FFXIV's mindset since most are based off the recent introduction, making them more FFXIV compatible). So of course your linked idea is quite different than everything suggested recently. Most of the ones post-limited blue agree on core principles even if they go off into their own nuances (like I don't see many that destroy the carnival).

    Also I feel like every issue you made could be solved. For example: "It's too random I can't get into dungeons easily". . How about make it more reliable then? Black Mage in some FF games have a huge compendium of spells, that doesn't make FFXIV's black mage not black mage. Blue Mage has a huge list of spells in games that give other jobs huge lists of spells, having a big list isn't "blue mage". Also setting your skills up like a loadout is only blue mage in FFXI, it's only a recent quirk of blue mage and is not "blue mage" at it's core.

    The only thing at blue mage's core is learning monster skills. Although many ideas leave blue mage with big lists of abilities still, with some nuance on how that is balanced in DF (some have matching types, others forgo "building a set" in DF and do other things with abilities in limited content).
    (7)

  5. #5
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Shougun View Post
    To be fair I imagine Kalise was specifically referencing ideas made after the introduction of Blue Mage into the game (which have a higher detail of the FFXIV's mindset since most are based off the recent introduction, making them more FFXIV compatible). So of course your linked idea is quite different than everything suggested recently. Most of the ones post-limited blue agree on core principles even if they go off into their own nuances (like I don't see many that destroy the carnival).

    Also I feel like every issue you made could be solved. For example: "It's too random I can't get into dungeons easily". . How about make it more reliable then? Black Mage in some FF games have a huge compendium of spells, that doesn't make FFXIV's black mage not black mage. Blue Mage has a huge list of spells in games that give other jobs huge lists of spells, having a big list isn't "blue mage". Also setting your skills up like a loadout is only blue mage in FFXI, it's only a recent quirk of blue mage and is not "blue mage" at it's core.

    The only thing at blue mage's core is learning monster skills. Although many ideas leave blue mage with big lists of abilities still, with some nuance on how that is balanced in DF (some have matching types, others forgo "building a set" in DF and do other things with abilities in limited content).

    as i said above, its not that its impossible to somehow get blue mage in, its rather that the type of things most people suggest, are either stripping blue mage of its identity/power or that they violate the general design philosophies that SE has decided must be in a regular job.



    Simplified grouping (all skills come from leveling, or job quests, at the appropriate levels, no skill checks, or lockouts)
    Clear Role (every one is either tank/dps/healer and is noticeably defecient in every other role)
    Follows basic action rules(CC on limited time frames {usuually 30 secs} limited unique effects per job etc)
    No weird or unbalanced skills for groups (self destruct/white wind/peculiar light/needles/% health skills, gambling skills)


    to be honest its probably mostly the first two that made them make it into a limited job, mostly the first one. Once they decided that, their was no reason to put most of the other limitations based on grouping paradigms on the class.
    (2)