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  1. #1
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,391
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100

    Dev Team, you screwed up.

    Stating that a job will have limits on DF and what-not is fine, but going so far as to make it to a point where you MUST do DF content just to get a spell? That’s very dumb. I was expecting an expanded overworld experience, not one where over half the spells have to be found via Duties. Let alone, the design for it’s damage output is EXTREMELY lackluster. 1000 Needles is all you spam for a majority of things, until you get Ram’s Voice. Then it becomes that. It’s very silly that all of this doesn’t create a fun, unique job.

    If you really want to save face, you need to consider how BLU’s Progression flows in all zones. There’s also the problem with Lv 70s powerboosting BLU to 50 in a matter of Minutes. To get rid of the exploit, a simple solution is to implement Eureka’s Party system where Lv Range actually matters. As for progression, at the least try to direct people with better hints rather than simply stating an area. Heck, freaking quote hints are fun enough to point someone in the right direction like a riddle.
    (27)

  2. #2
    Player
    Shirolumi's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    154
    Character
    Nova Phantom
    World
    Cerberus
    Main Class
    Gunbreaker Lv 90
    I am only going to say that the ones boosting are not in a party with the BLU so that wouldn't matter really. As for the rest, I just think BLU should've been available to do more content really.
    (7)

  3. #3
    Player
    BioDio's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    24
    Character
    Limith Vassal
    World
    Ultima
    Main Class
    Dancer Lv 80
    It's already easy the way it is regarding the hints, since, when comparing to other MMO's, areas in FF14 are rather small, and only a handful of enemies in it have actual skills. When the hint said X zone, I was like "It can only be this mob, since anything else just Auto Attacks", I went there, and yeah, there you go.

    Dungeons are even easier since you just need to go to the dungeon and do it.

    More than the place you can get the spell is bluntly telling you who gives you the spell, so, it takes a bit out of the fun and reward of actually finding it. If you want to know where the spell is, you can find that online already, but I don't think that's what Blue Mage should be played like.

    And speaking in dungeons, I like the versatility of Blue Mage, has a nice potential to have nice runs in the next expansion. Also, awesome to bring back that old school feeling of talking to people and create a group to go to a dungeon. But I understand if nowadays people don't enjoy that.
    (2)

  4. #4
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,104
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    I don't think you're entirely wrong here. Water Cannon has a low potency even just compared to base spells of other jobs at that level. Fire, for example, is 180 potency. Stone has a potency of 140. Add to that blue mage weapons have no weapon damage and no stats, and you have an issue where killing mobs in the field at your level takes a lot of casts of that spell. So I do think that blue mage spell potencies might need a buff (though I'm still only at level 35, so I'm holding final judgment until I get higher level and fully geared out)

    As far as dungeons, I do share the concern. Right now finding parties to go through them to learn spells isn't too bad since so many people are wanting to do the same, but imagine someone picking up the job as a new player in a year from now. If you can't use DF to try and learn all these abilities, you're going to have trouble trying to get the spells you need, especially when so many of them come from dungeons and trials.
    (5)

  5. #5
    Player
    Huntrss's Avatar
    Join Date
    Sep 2018
    Posts
    67
    Character
    Huntrss Fairlight
    World
    Gilgamesh
    Main Class
    Rogue Lv 73
    Basically The issue is that they want Blue mages to be the most social Job in the game. you have to talk to other players to group with Them to get spells, Group with them to Do Dungeons, Raids and help you kill the mob. At level 50 you be going to tons of DF stuff or you simply will not be able to do The only thing Blue mages have you be lock out. these spells are Required for this to unlock. you don't have them you can't go in.
    (1)

  6. #6
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Yeah...

    "This class is designed for solo play"

    "The class is restricted from party play because they wouldn't work very well in a party environment"

    *Majority of the class is literally party play*

    SOUND LOGIC.
    (30)

  7. #7
    Player
    GrenGarm's Avatar
    Join Date
    Nov 2018
    Posts
    91
    Character
    Babou Theocelot
    World
    Cactuar
    Main Class
    Machinist Lv 73
    I don't understand what they were thinking.

    You have a job that can't join duties and can't level to max -- so LET IT be overpowered enough to run the old dungeons solo. What would be the harm? If you're going to put half the spells in dungeons, why make us beg other players to join? There's no good reason for ANY of this!
    (15)

  8. #8
    Player
    SWB's Avatar
    Join Date
    Dec 2015
    Posts
    89
    Character
    Periwinkle Cockscomb
    World
    Midgardsormr
    Main Class
    Scholar Lv 86
    They definitely could have spent a lot less time on a job that could be included in party content while also keeping the majority of spells.
    (1)

  9. #9
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    To be honest Mighty Guard, White Wind, and Sticky Tongue are the only reasons it's limited from regular duty finder content. It all combines to enable some pretty broken tanking and healing in a single character, albeit one that would eventually be absolutely screwed in an actual raid environment given how much you rely on your own HP being full to utilize it for AoE. A pair of BLU with 6 DPS (ideally with a RDM/BRD among them) would be the best comp possible off of that utility alone, barring specific requirements in a fight like tank swaps and Chardybois.

    The biggest problem to me is all the good DPS spells are level 50 locked, and despite what SE said about 'not needing a weapon' you actually don't get enough INT from levelling gear to warrant using any of your normal dps spells until 50. Off Guard is great but you have nothing good to use it on other than Final Sting, which along with Bristle does let you at least oneshot instance mobs solo at a normal level, but it's complete garbage compared to just getting 1000 needles asap off of a levequest and using that plus the aforementioned White Wind/Mighty Guard plus the odd CC spells to power all the way to 50 instead.

    Which still pales in comparison to simply tagging mobs while your level 70 friends do all the work for you.

    Why bother with the job at all if it's not going to be usable? Social play? In my experience it's been the usual mess that a new job offers, only people are raging about killing mobs that don't have an alternative option available instead of infinite DF queues.

    Aesthetically and thematically there are at least some hits here. Hell, I don't even have a problem with the Learn mechanic (Getting hit by the skill you're after should just guarantee you get it if you live tbh). Otherwise, I don't see why we couldn't have gotten a normal job instead. This job needs to deal appropriate damage across all levels and while it has some tools to do that, it needs more of a push, ideally by using the job quests to give you weapon upgrades. I'm fine with 1000 needles cheese but getting to that point on your own just feels awful.
    (9)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  10. #10
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by wereotter View Post
    I don't think you're entirely wrong here. Water Cannon has a low potency even just compared to base spells of other jobs at that level. Fire, for example, is 180 potency. Stone has a potency of 140. Add to that blue mage weapons have no weapon damage and no stats, and you have an issue where killing mobs in the field at your level takes a lot of casts of that spell. So I do think that blue mage spell potencies might need a buff (though I'm still only at level 35, so I'm holding final judgment until I get higher level and fully geared out)

    As far as dungeons, I do share the concern. Right now finding parties to go through them to learn spells isn't too bad since so many people are wanting to do the same, but imagine someone picking up the job as a new player in a year from now. If you can't use DF to try and learn all these abilities, you're going to have trouble trying to get the spells you need, especially when so many of them come from dungeons and trials.
    i'm 46 and i feel the same, the damage of water cannon is ridicule.... 200 with off guard, if you use britle and peculiar light it can reach almost 400 damage.... on level 37 monster it take more of 10 cast for kill it....
    (3)

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