Page 1 of 15 1 2 3 11 ... LastLast
Results 1 to 10 of 144
  1. #1
    Player
    TeraTyrantShadic's Avatar
    Join Date
    Nov 2013
    Location
    ラノシア - リムサ・ロミンサ
    Posts
    150
    Character
    J'naiah Terran
    World
    Tonberry
    Main Class
    Blue Mage Lv 80

    Suggesting Ideas for Blue Mage with feedback & Removing Limited Job Status

    Hello everyone! I have a google document to show regarding about Blue Mage and the status of Limited Jobs. I tried to copy the entire document into the post, but unfortunately it has a max capacity of 3k words. Here is the link for the document.

    https://docs.google.com/document/d/1...it?usp=sharing

    While it may look complete, I feel as though it still needed more time to be worked on. please do note I will try as much as I can to update the document. I would also like to point out a few disclaimers; I have to reach max Job Points as Blue Mage in FFXI; I am suggesting ideas and concept designs and will be thinking of new ideas to provide.

    The goal of this post I am making is to bring attention to Blue Mages in FFXIV alongside with the bad decision of having Limited Jobs, with hopes in that Naoki Yoshida and his development team could see some of the posts made about Blue Mages and have a look at my document.

    Let's bring Blue Mages to the game as a Full Job, as well as having fun with them in future capped content!

    Edit:
    Week 1
    As of the time of this writing of the update the thread has gain traction for bringing up such discussion and it has provided constructive feedback and criticism. Keep the thread alive and hope we can bring this to light for the developers of FFXIV and Yoshida to see some of our feedback and suggestions and maybe bring Blue Mage to end game content and eventually Maining it.

    Week 2
    Already have mastered my Job points in FFXI for Geomancer, Blue Mage, Puppet Master & Beast Master working towards Rune Fencer during this time of this edit. Conversation on Limited job seems to be somewhat of a split but still undecided as conversation is still going. Will be elaborating my points about Limited Jobs eventually.

    Week 3
    No new update and thread is somewhat quiet, however I am still working on the document and mending anything needed for Blue Mage. Big update for when live letter comes soon.
    (9)
    Last edited by TeraTyrantShadic; 06-20-2020 at 06:49 PM. Reason: Updates

  2. #2
    Player
    MirronTulaxia's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    523
    Character
    Mirron Tulaxia
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    As an FYI, you can always edit and pass the 3000 character limit. Though that we have it after so long is somewhat puzzling.

    With regards to the broad proposal, I still don't think that Blue Mages really work as a mainstream job. The options people suggest to make it work either result in a very unbalanced job, or lose part of the charm of what makes Blue Mage what it is.
    (4)

  3. #3
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    I feel like they aren't gonna remove the Limited Job idea, buy I do think there are a few things they can do to make it more viable.

    1. The first disparity would be the Weapon, there are only 3 BLU canes in the entire game and I think it wouldn't be unreasonable to use a few BLM and WHM weapon models to fill the gaps, though with that said BLU weapons are the most similar to any other weapon type in the game right now apart from the only jobs that share a base class, so there needs to be some distinguishing in most cases, if only in lore.
    2. I would propose a bare minimum, Letting them queve for POTD/HoH and Command Missions. And in the latter case, allowing BLU to learn spells from the mobs there (followed by tweaking the mobs to that they can have all the spells, this comes at the cost of making them specific to the save file). For command missions, it should be obvious, you're going with your squadron, each of them have nonstandard abilities themselves so balance shouldn't be as much of an issue.
    3. Regarding the DF, I don't think they ever plan on changing those,nor do I think they are gonna do the following given their opinion the Book Jobs (SMN/SCH). But the easiest method would be to have similar split for three roles, (Healer, Tank, Magic DPS), and then require certain spells to do specific instances and roulettes.
    (5)

  4. #4
    Player
    MirronTulaxia's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    523
    Character
    Mirron Tulaxia
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    I do think some method to easily earn EXP would be needed. Probably the simplest (if potentially messy) method would simply be an optional "Pair with Blue Mage" thing people can sign up for, and stick them in a DPS slot. Aetherial Mimicry perhaps letting them be Healer or Tank.
    (1)

  5. #5
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,104
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Morningstar1337 View Post
    The first disparity would be the Weapon, there are only 3 BLU canes in the entire game and I think it wouldn't be unreasonable to use a few BLM and WHM weapon models to fill the gaps, though with that said BLU weapons are the most similar to any other weapon type in the game right now apart from the only jobs that share a base class, so there needs to be some distinguishing in most cases, if only in lore.
    Actually (and I know I'm nit picking here) there are four canes currently in the game.

    Rainmaker - the starting cane
    Spirit of the Whalequee - cane in the level 50 gear set
    Azulmagia - awarded for defeating Azulmagia in the masked carnival
    Incendario - purchasable for 800 allied seals in Ul'dah

    I'm pretty certain that the reason there are so few weapons, though, is intentional. It allows them to spend less time developing for the job than if they added more canes and made replacing them throughout the leveling process more of a requirement. Also considering the job doesn't scale off weapon damage as others do, what cane you used (before Incendario which has materia slots) was entirely aesthetic.
    (2)

  6. #6
    Player
    TeraTyrantShadic's Avatar
    Join Date
    Nov 2013
    Location
    ラノシア - リムサ・ロミンサ
    Posts
    150
    Character
    J'naiah Terran
    World
    Tonberry
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by MirronTulaxia View Post
    As an FYI, you can always edit and pass the 3000 character limit. Though that we have it after so long is somewhat puzzling.

    With regards to the broad proposal, I still don't think that Blue Mages really work as a mainstream job. The options people suggest to make it work either result in a very unbalanced job, or lose part of the charm of what makes Blue Mage what it is.
    In all honesty, it is only unbalanced if it is against a group of mobs. That I can understand, but against certain bosses and raid tier bosses. It really isn’t unless it is a full group of Blue Mages which if done right you can phase skip and ignore mechanics, I am assuming its those who got the mount can do it. But if it was the current tier, I highly doubt that would be the case, as of now we have Party Bonus 5% of each class, and it is more beneficial if everyone goes with one of each role especially during ultimate raids as that can really help make it or break it.

    With a skill set, understandably yes it would be an unbalanced job, but I would also like to point out that Summoner and Red Mage can heal. Summoner may not be the strongest in terms of healing but Red Mage certainly can dual cast heal and both of these classes can raise with Resurrection (Summoner) and Verraise (Red Mage). Let's not forget Red Mages have Dual Cast, so they could just Swiftcast one Verraise, get the Dual Cast bonus which is like a Swiftcast another instant Verraise. To say Blue Mage is unbalanced is to also include Summoner and Red Mages are unbalanced in terms of utility. In addition Blue Mage's angel whisper is a 5 minutes recast (Without Spell speed stat increasing materia) and even with additional spell speed, it no faster than a Red Mages or Summoner's Raise Spells where they have no long recast and related to their global cooldown recast. I also like to add that all casters and White Mages have Lucid Dreaming and we have potions that restores MP (though that is a bad idea when you could use Intelligence or Mind potions to improve your DPS or Healing respectively.).

    In terms of power we have this order Summoner powers over Black Mages, Black Mages power over Red Mages. As of the time of this post, Summoner is the best DPS hands down for any high end content. Red mage is just there mainly because of their utility to easily raise either tanks or healers. If we add Blue Mage I can speculate that it will be second to or better than Summoner. If we are considering their combo moves to be their prime power, the debuffs won’t apply unless it is a Damage over Time (DoT) debuff move like Aqua Breath, Bad Breath, Feather Rain & Song of Torment. Even then it could be compared to a Summoner whether it be a melee range caster or a faraway.
    (0)

  7. #7
    Player
    TeraTyrantShadic's Avatar
    Join Date
    Nov 2013
    Location
    ラノシア - リムサ・ロミンサ
    Posts
    150
    Character
    J'naiah Terran
    World
    Tonberry
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Morningstar1337 View Post
    I feel like they aren't gonna remove the Limited Job idea, buy I do think there are a few things they can do to make it more viable.

    1. The first disparity would be the Weapon, there are only 3 BLU canes in the entire game and I think it wouldn't be unreasonable to use a few BLM and WHM weapon models to fill the gaps, though with that said BLU weapons are the most similar to any other weapon type in the game right now apart from the only jobs that share a base class, so there needs to be some distinguishing in most cases, if only in lore.
    2. I would propose a bare minimum, Letting them queve for POTD/HoH and Command Missions. And in the latter case, allowing BLU to learn spells from the mobs there (followed by tweaking the mobs to that they can have all the spells, this comes at the cost of making them specific to the save file). For command missions, it should be obvious, you're going with your squadron, each of them have nonstandard abilities themselves so balance shouldn't be as much of an issue.
    3. Regarding the DF, I don't think they ever plan on changing those,nor do I think they are gonna do the following given their opinion the Book Jobs (SMN/SCH). But the easiest method would be to have similar split for three roles, (Healer, Tank, Magic DPS), and then require certain spells to do specific instances and roulettes.
    4 Blue Mage weapons (Had to correct you there sorry >.<). Though I was thinking of a whole rework on the weapon system, how about a full-on melee range caster, not like Red Mages. But like Final Fantasy 11's (FFXI) Blue Mages where their main weapons are either swords or rods. Where they fight up close rather than far away most of the time. Maybe they could come up with a new weapon type, Scimitars. I mean it’s not a stretch to say Final Fantasy as a series takes some of the names of weapons from previous games.

    I can agree with this to an extent, but I think bringing them to DF would yield more results than a messy system. If I were to say everyone try out playing blue mages in duty finder with normal parties it’ll be easier to pinpoint the problems as to why it may be broken and how we may address it as a community to help make blue mage better and discuss with the developers on improving a job.

    Mind add some of your points to the document and quote you on it?
    (0)

  8. #8
    Player
    TeraTyrantShadic's Avatar
    Join Date
    Nov 2013
    Location
    ラノシア - リムサ・ロミンサ
    Posts
    150
    Character
    J'naiah Terran
    World
    Tonberry
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by MirronTulaxia View Post
    I do think some method to easily earn EXP would be needed. Probably the simplest (if potentially messy) method would simply be an optional "Pair with Blue Mage" thing people can sign up for, and stick them in a DPS slot. Aetherial Mimicry perhaps letting them be Healer or Tank.
    Such a method exists, it is known as power leveling where 1 maxed out player lets the lower level player tag the mobs and in turn the other people kills the mobs as soon as possible and they both cannot be in a party. This is done in the overworld areas Like Azys Lla & The Dravanian Hinterlands. Fun fact, they still do this in Final Fantasy 11 (FFXI) to power level their mule characters to 99 or to help new players to try out the class at level 99 the only difference is that they have to be in a party in order to gain EXP. While the option does sound nice, I think this can be applied to a new kind of mentor system, Like a Blue Mage exclusive mentor role. Where sprouts in the novice chat can ask help from Blue Mage mentors. But we can add this sort of idea to Duty Finder, where if they pair blue Mages with a normal job. They can potentially queue with a normal party. Mind I quote on your idea and then further elaborate it in my document?
    (0)

  9. #9
    Player
    Melichoir's Avatar
    Join Date
    Feb 2015
    Location
    Uldah
    Posts
    1,537
    Character
    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by TeraTyrantShadic View Post
    Hello everyone! I have a google document to show regarding about Blue Mage and the status of Limited Jobs. I tried to copy the entire document into the post, but unfortunately it has a max capacity of 3k words. Here is the link for the document.

    https://docs.google.com/document/d/1...it?usp=sharing

    While it may look complete, I feel as though it still needed more time to be worked on. please do note I will try as much as I can to update the document. I would also like to point out a few disclaimers; I have to reach max Job Points as Blue Mage in FFXI; I am suggesting ideas and concept designs and will be thinking of new ideas to provide.

    The goal of this post I am making is to bring attention to Blue Mages in FFXIV alongside with the bad decision of having Limited Jobs, with hopes in that Naoki Yoshida and his development team could see some of the posts made about Blue Mages and have a look at my document.

    Let's bring Blue Mages to the game as a Full Job, as well as having fun with them in future capped content!

    Edit:
    To Be Updated
    So I guess the proposal would be to remove things like Missile then? Cause despite not using it for bosses, it still is an exceptionally strong skill on trash. Also would need to remove things like Final Sting, cause that would be a problem. Any skills that give flat % damage boosts on short CD would have to be changed.

    There's a reason that the 4 minute AV for Mogtomes is a thing. It's because BLUs kit allows for it. If you were to turn BLU into a full class, as proposed, a lot of the status skills and abilities would have to be removed/reworked or prevented from being used in raid content. Otherwise BLU would be a must have in Raids, unless the offset issue is to gut the DPS of the class, but then you run into DPS check issues and it makes it being a full class moot.

    Face it, BLU as a concept does not function within the systems of FFXIV. And frankly, Id ont know if it should. I like the class, it's fun to go do the cheese stuff with it, or the Masked Carnival. I like how it is currently, and frankly to make it a full class is gonna require it being reworked from the ground up with a lot of it's skills being homogenized or removed to be practical. I dont think that this is for the best for the class, cause youll likely just end up with a bland mage class that just uses 'glamours' for spells.
    (5)

  10. #10
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by wereotter View Post
    Actually (and I know I'm nit picking here) there are four canes currently in the game.

    Rainmaker - the starting cane
    Spirit of the Whalequee - cane in the level 50 gear set
    Azulmagia - awarded for defeating Azulmagia in the masked carnival
    Incendario - purchasable for 800 allied seals in Ul'dah

    I'm pretty certain that the reason there are so few weapons, though, is intentional. It allows them to spend less time developing for the job than if they added more canes and made replacing them throughout the leveling process more of a requirement. Also considering the job doesn't scale off weapon damage as others do, what cane you used (before Incendario which has materia slots) was entirely aesthetic.
    Oh, thnaks for the correction.

    I'd still go for more weapons because its just aesthetic though, Glamour is the true endgame and I'd rather keep the amount of jobs where the weapon deviates from their general aesthetic to a minimum (For ex ample i'm i'm using Fae weapons, I'd like one for BLU as well)
    (2)

Page 1 of 15 1 2 3 11 ... LastLast