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"
BLU is like 2 steps away from a real rotation at this point. They might as well go the full mile and stop making everyone (most people) upset with the job.
To be honest, I'm still happy with the concept of Limited Jobs, I just wish they did more with it and handled it better... Blue Mage doesn't feel powerful enough, nor fun enough (just flesh it out more like a real Job, with a gauge and abilities, absurd abilities...), to really justify the concept, for the most part spells are just carbon copies with an elemental swap here and there... The crowd control aspects of the Job have real potential, but XIV is not built around trash packs, and such skills rarely ever work on bosses, so that's a bust... Reward wise? Poetics and Allied Seals remain lackluster at best, I'm honestly amazed they didn't make Masked Carnival a Gold Saucer thing, although MGP is barely a step up from Allied Seals, but it at least fits with one of the main piece of Gold Saucer pieces of content XIV has yet to get...
The idea is functional, but disappointing, IMO. If they made Blue Mage a "real" Job? Well then it's a coin toss on whether I'd ever play/main it. At least as a Limited Job I have cause to use it every now and then, my disappointment mostly stems from wanting more and getting nothing. When I do play it I do actually enjoy it, but the reasons to play it is very lacking (less than a handful of weekly pieces of content...), and the rewards for doing so non-existent. Furthermore, what I do play is still ultimately lacking, its rotation and mechanics still require polish IMHO.
I know XIV OF hates XI, but honestly XI Blue Mage had one solid concept I'd love to see XIV get as well, and that's attaching Traits to spells. That's a far more solid reason to have 6 spells that all do a 220 potency AoE, just for the sake of covering elements for Masked Carnival... Sadly, even XIVs actual Jobs have piss all to show for Traits in this game... Still, I imagine a large part of that is XIVs dev team not wanting to worry about them for balance purposes... Limited Jobs should be able to throw such concerns out the window, right? Bare minimum, bring over the type Killer traits (Bird Killer, Dragon Killer, etc.), then you can justify bringing X spells vs Nidhogg or Y spells vs Ravana (sadly I already know 99% of XIV hates that idea, because the idea of having to do any sort of prep-work before a fight is antithetical to this games community). I also think you can copy something XIs Efflux ability over, and just slap an Azure Gauge on Blue Mage; Casting spells increases the gauge, Efflux lets you burn gauge to boost spells potency/effect. That automatically makes the Job a bit more engaging to play, IMO.





I believe people who are enjoying themselves, but I do squint sometimes when I see talks about how unique their rotation is for a few reasons.
First and this issue is going to get a lot worse as time goes on, Blue Mage's quality, a lot of the good stuff, is locked behind instances which means very high repeat of content (because they didn't buff the drop rate /that/ much) or hours upon hours of begging (for 3-7 other players that want to sync with you)- so people getting to experience the fuller side of blue mage is like right now and those who've got multiple blue mage friends generous with their time. Which is why I said in another post the best blue is now, and that I hope SE is balancing the positive feedback against the negative in mind that one of these feedbacks is going to get smaller (as the lowest wait times and highest interest for the content is now, and outside of that it's going to be painful to turn yourself into something that isn't one button spam).
Second, while a rotation does begin to emerge I think people are just excited to play something with spiffy monster spells and a "new" rotation over actually how unique it is. Because I'm looking at it and I see gcd with an ogcd spam phase, except often with less buttons in said rotation. Like many of the jobs have more things to do. So I believe people when they're having fun but I also think they'd probably have fun with any other form of blue mage as well, if that's their main pro for the job right now. I mean even if we were discussing a form of DF blue mage I still believe that since a lot of times new jobs start out OP in low content, like how dancer's dance is just ridiculous in some lower content (the other newer jobs have these moments too, like Red Mage).
I guess to say I hope SE takes their salt twice on positive feedback, not only will it get worse to play if you didn't get in on the hype train but that having read some of these pro comments would be comments that would be satisfied so long as it does something unique, has any sort of rotation over 1 button, and uses spiffy looking spells. That's not an insult to intelligence or anything of players enjoying it just that I think from reading a few of these posters enjoyments that they would have been rather easy to satisfy, with almost any form of blue mage (easy to satisfy also isn't an insult lol).
Also since I can, and this part quite bothers me about blue mage in it's current state and reasons the devs give us, is fire angon which behaves only in the vaguest way similar to the original. Fire Angon by the boss it comes from, and the variant the blue mage boss in carnival uses, creates a pylon that emits shockwaves that apply a dot. Our fire angon is just a fire aoe. There are a lot of spells like this, so I'm not sure I'll list them all out or at least maybe just slowly parade each one out but yeah... ours is not the monster versionlol.
So I still strongly believe there is, and will grow, something amiss with their current design in both how they inform us of why they did stuff and how the job is going to exist. Because of the content dying after a while, just by the nature of mmos (even good content does this, but if it's not good it's going to die faster), that they shouldn't have designed so much group play to fix yourself and that blue mage should be MUCH stronger. For solo reasons, and longevity of being able to enter the content without it being a major pain in the kupo. That there should be a fail safe learning mechanic that grows chance of learning on each failure (when you can't get a group sync). Why I've quite liked the idea that their power level comes from number of spells known such that players can feel UP and group up if they want or OP by going through the list in a logical order- also why I suggested blue mage should be able to control their power level for extra rewards like lowering their super sayian for increased drops of treasure / spells (maintaining the option for players to go in as a group for extra reward, but also maintain that solo is a "good" and valid option to learning all spells too and of course spell drop rate would be reasonable and the 'usual' rewards).
Last edited by Shougun; 12-14-2019 at 01:50 AM.




So I've taken a look at the dedicated Blue Mage topic on the Japanese forum to read over the most recent comments. It would help if I had some understanding of the Japanese language, but a translator works well enough to get a feel for the reception. There are a lot of comments with likes ranging from 1 to 20 that talk about little things, like requests to have NPC targets for Aetherial Mimicry, but then there are multiple comments with 50+ likes and those seem to express disapproval to put it broadly. Many question who the audience is supposed to be. Others have commented on the contradictions between what we've been told and what we've been given, such as bosses being immune to Level 5 Death. Another comment seemed to outright call this limited job a failure.
The majority of those passionate enough to express their opinion are in agreement with comments like those. I'm not sure what direction they would like to see Blue Mage taken, but it's hard to look at the comments and say the reception to the current implantation has been anything but poor.



I was heartbroken when BLU was announced as a limited job as it's my favourite job in the series and I would have liked to main it.
I appreciate that this patch incentivized running things as a full BLU group as that is much more fun than the carry then swap groups for skill learning that were common when BLU launched. However at the end of the day I've already learned all the new skills and beaten the new carnival stages and am not thrilled by the idea of learning old Savages and Exes on BLU.
I don't understand why SE thinks the job can't be balanced for DF but still seem to be trying to balance for challenge runs (stuff being immune to level 5 death, long CD on the raise, ect).
If they're going to bother balancing it all I would like a set of skills balanced for DF so I can progress the MSQ and run new content on BLU. Don't allow people to queue without essential skills learned. Leave the unbalanced skills available for the carnivale and premade runs of old content. And please don't limit jobs to side content in the future. Or if you do, make it a job unique to XIV.
Probably time for a new poll Blueyes.
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