Absolutely. Yeah I like to do that too (I think I did that recently in the rescue thread, just pop in and say my little opinion and go lol), it's important that they hear feedback and especially diverse feedback that also explains why they think a way. So they can see "this person like this wants that, this like that.. hmm yess.. okay" haha.
Anyway I appreciate your sentiment there and I whole heartily agree that it is good function to bring to the forums, and in general.![]()
So your suggestion to a problem is make an entire job built around that problem. . . ? That concerns me...
Different colors is hardly something I'd call flavor. But let's say it was just for flavor, if that was the case the job could easily condense the flavor spells into a card system and be DF-able and use loads of spells.
No it's not fine, because they said the job had to be limited because they wanted to give real spells. The point wasn't satd as such of doing old content hard style, the point was they prevented it from being in content due to balance so they could give it real blue spells and then they balance it anyways.
What you said is hardly true. All the other jobs use their whole kit, or at least if you were playing optimally they would. Some unique exceptions to like a cover ability which has a very narrow use. Also at level 30 you would be spamming one skill still, and if for soem reason you didn't have the good skill at that level you'd be spamming like three spells. Which is a whole combo of a normal job, ah yes, the 1 2 3 combo the pinnacle of other job's mechanical gameplay (/s).
Didn't need blue mage to have something to do between patch lulls. But sure something to do sounds better than nothing.
The level 50 to 50 comparison is absolutely a good comparison, a level 50 job has more mechanical gameplay than a level 50 blue mage that hasn't done PF content. A level 50 job that hasn't done it's job quest STILL has more mechanical gameplay value than blue mage that hasn't done PF. A PF kitted blue is mechanically similar to a regular job (though the power level is obviously different).
DPS blue is less mechanically interesting than a normal job (PF skills can bring it up) healer blue is only so well touted because the normal healers had their damage rotations gutted- if they hadn;t of done that healer blue would also be less valued than a regular healer. Tank blue is just pure bad, agreed.
I'll give you healer blue but only because what they did in ShB made a lot of healers feel it's too simple / boring, and blue mage here has all of it's damage spells still. It, as many healers argue, shouldnt be this way. Though I personally think one healer being simple is good for players who need/want the simple life, yet for the rest there should either be changes or a new job that meets that desire.
Hard disagree, that the game needed this blue. Agree that it's a grind.
Also hard disagree, even though the jobs are trimmed they have all their buff windows, ogcd, interworking combo/utility kit, the normal jobs are STILL more mechnically interesting than a full kitted blue. You've got a buff window in blue, ooo... that's been in the regular jobs since like level 20.
First I never asked to gut the healers so I don't know what cute sort of protest you're trying to do there but it doesn't apply to me. If anything you'd be opposite of right since not only do I want blue to have more complicated mechanics but I also spent time to suggest a damage based healer job because of the ShB changes.
Second obviously the kit would have to change if it became DF-able.. so I'm not going to even comment on what it can do. Although there are many options on how to do that change, some even leaving alone the limited side, like having a set of skills that have a balanced "df" variant, though that's hardly the only option.