Quote Originally Posted by Malkria View Post
I spent a while bebating if I should point this out to two people so proud of themselves and patting themselves on the back, but yeah it needs pointing out. First off, this is a popularity vote which in turn is EXACTLY my point that BLM isn't as popular as other jobs. Second, while summoner went down...ALL the jobs went down. There were three new jobs in all three roles, so of course there would be a decrease so that isn't as important as by how much. BLM dropped 42% in that poll, and SMN only dropped 23% in people wanting to stay with the same job as a MAIN. Context is everything guys.
Throwing in basic percentages doesn't change the fact that it's an outdated poll with a meagre sample space. Additionally, the gameplay difference between 2.x BLM and 3.x BLM is much more different than the difference between 3.x BLM and 4.x BLM. It went from a mid damage proc based mage to a heavy sustained damage mage. I'd recommend looking at FFlogs for more reliable statistics.


Quote Originally Posted by Malkria View Post
Now who is putting forth logical fallacy? Just because I have an issue with the mobility does NOT mean I want it to be as mobile as the SMN. A very simple way to promote a turret playstyle is to grant buffs as you stay in a place and remove it as you move. Meaning a play style where essentially as you cast you get the effect of ley lines that gets stronger as you stay put and weaker as you move...would be a very natural gameplay mechanic that would 100% promote turret playstyle without locking you into timers with cast time and the keeping up your orbs; but at the same time allowing more flexibility of movement as needed WHEN needed. Like I said there have been many games that promote turret style gameplay, and I have played many of them...this game does NOT do it well. Functional yes, but not in a way that makes the job as natural feeling as many of the other jobs...and yes some other jobs have issues with this as well
Firstly you don't know what a logical fallacy is.

Secondly, the suggestion that you put forth is the definition of purely functional without considering fun. I'd like to preface this by saying that if you don't think the current Ley Lines is fun, that's fine, but understand you would likely be in the minority with that opinion. The current Ley Lines creates a change in the gameplay, unlike your proposed suggestion. Firstly, you need to consider the best times to use Ley Lines, and where the best location is during that time. Additionally, BLM players find it fun to squeeze out every single bit of value Ley Lines gives. Skill and greed correlate in this game, and running around in the circle during mechanics, to most people, is fun because it's risky and is a demonstration of skill. You could do the mechanic normally and safely, OR you could do the mechanic while sitting in Ley Lines the entire time to get that extra boost to your DPS.

Your suggestion is literally what BLM is right now, minus the micromanagement. BLM are already standing still because all of their primary sources of damage have a cast time. Adding a buff when standing still is just adding power to the current same gameplay style without enhancing the experience. When you cast Ley Lines, the BLM gameplay changes dramatically. You can't stand anywhere anymore, you stand only in your Ley Lines. Furthermore, Ley Lines has wiggle room, and that wiggle room is what makes it fun and interesting. Your suggestion encourages zero movement, and there is a huge negative reception towards abilities where you can't move at all (See Ten Chi Jin and Flamethrower). Additionally, a constant stream of power is less fun than a burst of high power. BLM look forward to being able to cast Ley Lines again, and when they do, the extra burst of power they get translates to satisfaction.

Your suggestion is no doubt stronger, but it is less fun. Your suggestion epitomises function over fun, something you've been completely against. I think all we can really do is agree to disagree. You think this suggestion, with the removal of the timer and a self-buff, will be more fun. No one else does. We can't do anything but come to terms with the differing opinions.

Quote Originally Posted by Malkria View Post
Knowing how to make a job functional is NOT the same thing as having things like mobility. Moving during GCD is yes an option...but it isn't actual mobility it's simply moving in stutters during GCD. True mobility is being able to move AS NEEDED WHEN NEEDED without losing to much momentum of the job, which is the core mechanic of this job...keeping momentum up. Knowing the fight, and all of that, is mearly another way of stating the obvious in that the job is meant to be played full momentum and the DPS is built around that. But as I just wrote in response above, you can have that while still allowing actual mobility to be a thing of the job while at the same time keeping to a turret playstyle. It isn't really that hard, and hell I came up with that AS I TYPED IT.

So yes, I understand there are ways to make the job work around the way it is build...that was never my point. My point is that the job just doesn't mesh well as it is built with the way the game is built. BLM would be perfectly fine in a game like WoW where movement isn't really a thing. But in FF14...not so much; and while knowlage does factor into it that doesn't excuse the basic fact that the design simply does not mesh well with the game design. Which even when 'dumbed down' as it is now anyone with basic familiarity with game design could tell you.
The fact that you can't keep momentum with BLM when it has all the tools it needs to keep momentum, even in high end fights like O8S once again highlights your inexperience with the job. Furthermore, the solution you posted above ruins two mechanics that BLM players find to be core to to BLM's fun.

Wanting to stand as still as possible in a game with relatively movement heavy fights is the complexity of the job, not a fault of the job. This has been reiterated countless times to you already. BLM's kit lacks in complexity within the spells mechanics itself, but the demonstration of skill and the fun of the job comes with the implication of these skills. You're trying to take away what BLM players find fun in the job so it can align better with your personal idea of fun. There already are jobs that implement your ideal BLM's playstyle, so don't try to homogenise these job identities.