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  1. #1
    Player
    BlitzAceRush's Avatar
    Join Date
    Dec 2013
    Posts
    471
    Character
    Xeorran Kalia'shearra
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 90
    To add on to skill acquisition from someone who also got all the spells.
    I wouldn't mind the chance remaining the same if you had a progress bar that went up each time you saw and killed the foe with the spell. At least then you'd always feel like you were progressing, it shouldn't be something like 99 but say for Primal level spells 50 attempts, it took me 250 for Garuda, it just didn't feel rewarding when I finally got it, not getting it 49 times would be fine as I knew I'd get it on the 50th it would feel like progression filling the bar and getting it early through RNG would then actually feel good.
    (3)

  2. #2
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Being able to sustain better (tank) would certainly be nice~ . With the change of tank stance especially, and the fact they had some trouble tanking already, Mighty Guard feels not so mighty lol.

    Another idea that added suitability that I liked was the idea that as you learned spells you basically increased your ilvl, this could be one of the ways blue mages could become quite strong but also encourage progression of all the spells. Such that rushing spells would mean groups are helpful but if you go in order of difficulty then you can solo the job the entire time. Level 50 Blue Mage with all abilities learned (from the level 50 grouping) would be able to toe to toe any of the level 50 content. Of course so long as you bring the certain skills and damage needed (can't fish slap the extreme primal to death), like an idea I had for a skill I envision blue needing for certain content is Molt which causes you to drop a molting of yourself that will temporarily take your damage up to a point as well as take any markers you currently have at casting.. meaning you could dodge some of those instant kill tank buster swapping mechanics (allowing smaller and solo groups to complete certain content not designed for them).

    Personally for blue mage I'd love to see more of a sort of "glue" between spells, and a cadence evolve. Right now everything has a cast time and quite a number of spells have no interaction or a very rigid interaction (a lot of this also making many spells appear as different colors of the same potency, except when in the arena where elements matter). It'd be nice if there was something done to encourage builds and a variation of flow. Like one example was perhaps boost is a long cooldown spell that boosts the series of next spells (rather than a spell you cast after all your DoTs or any other spell with a potency larger than x), fire angon might trigger after other fire spells, water cannon is enhanced by using other water spells (like building up pressure concept), and more. Creating this feeling of building a card deck or special effects like you might feel when playing Diablo 3 and gearing your spells with runes and your equipment with specific legendaries that lend into each other.

    Just something to make it feel more connected and at the same time make buffs feel less like:


    Which I'm worried will only increase as new spells are added (that are buffs), if there isn't something else to encourage builds and combos. Since as we get more buff related spells you might just see "+these 10 attack up buffs, and then cast your DoT for YUUUUGEE potency". lol. Sort of made a list of random interaction concepts: here.

    Quote Originally Posted by BlitzAceRush View Post
    To add on to skill acquisition from someone who also got all the spells.
    I wouldn't mind the chance remaining the same if you had a progress bar that went up each time you saw and killed the foe with the spell. At least then you'd always feel like you were progressing, it shouldn't be something like 99 but say for Primal level spells 50 attempts, it took me 250 for Garuda, it just didn't feel rewarding when I finally got it, not getting it 49 times would be fine as I knew I'd get it on the 50th it would feel like progression filling the bar and getting it early through RNG would then actually feel good.
    Long ago I thought it would be cool if each spell had EXP from watching it go off (with some randomness), but I didn't think about having to track every single spell to be honest lol..

    At this point I think it could be fairly nice if perhaps every time you fail to learn a spell you gain a buff that increases the chance to learn the spell, said buff then doesn't need to be saved in the system per spell. Perhaps making it spell specific just in case SE is worried about you purposefully trying to fail X spell to boost Y (though that's sort of a niche case solution, I doubt that'd be a very effective and common answer to things lol). Also that when you fail to learn a dungeon spell the buff is increased more than if it was an open world. Such that your worst case for instanced content is a lot lower than open world (which is easier to hunt). May need to store the buff somewhere if there is no way to pass it to instanced content, or if SE wants it to remember when you log off, but if it can be pushed through instances then technically it only needs to be stored as a buff (fail = if no buff then buff else buff + 1). I'd really appreciate growing % learning because as anyone who has probably gathered in this game seeing "90% chance to gather" sometimes = 0% lol. I've had 5 90% fail in a row and I was wondering if I should go buy a lottery ticket XD.

    I also think there could be some fun in having blue mage activate some sort of special blue mage sync skill which greatly increases the chance of learning spells but syncs them to the content / monster they're targeting.
    (0)
    Last edited by Shougun; 09-04-2019 at 06:21 AM.