The hate isn't absurd. They should've known they'd get a lot of hate for it, it's a 'limited' class that a lot of people wanted to main in the raid scene.
The hate isn't absurd. They should've known they'd get a lot of hate for it, it's a 'limited' class that a lot of people wanted to main in the raid scene.
To be honest I get why people are suspicious of this limited job thing, I also understand that it must suck for everyone that wanted this to be a proper job. The devs does not have the best track record when it comes to implementing new features, and if it is not popular enough they will either abandon it or lock a bunch of rewards behind it.
They have done this before and are likely to do so again.
I do of course hope that BLU is so fun that it changes the minds of all who now say nay. For 4.5 need any piece of good content it can get in order to keep most people subbing until the expansion.
Fun enough for us to accept that we don't have the choice to main the job we've waited years for in the full game? I don't think that will happen for most of us that are upset unless it does something crazy like cure cancer. I'm joking of course but would accept it if it cured my MS. lol
The fact is that it could have amazing and challenging solo content but that wouldn't make up for the inability to play the job in current content with our friends. Hopefully that will change.
Last edited by jon041065; 11-27-2018 at 05:58 PM.
Dev time is not unlimited. Look at Eureka people hated it in the previous versions and we lost dungeons because of it. Spending time making a class that needs entirely new content designed purely around it is selfish to the max. Which will have to be continued as the game goes forward in expansions beyond 5.0.
It is a bit sad that the first thing that comes to your mind with more interesting things with current systems is to rehash everything. Dungeons that arn't just pull all the trash and by the numbers repeat same boss fights that you could set your watch too. 8man raids that are not just gloried trials. Think 8man dungeons. More variation in monster abilities and moves. Moving away from a purely expected incoming damage system. These are just the ones off the top of my head. This is working within the same system to make the game more fun and challenging. Not imposing bad caps and horrific grinds.
You seemed to have somehow missed everything after the first sentence of the post you've quoted. Here, this may reduce the strenuous effort it would otherwise take you to go back a single page and read a post before misconstruing it. If intentional, then at least it may provide a better informed strawman to misdirect.It is a bit sad that the first thing that comes to your mind with more interesting things with current systems is to rehash everything. Dungeons that arn't just pull all the trash and by the numbers repeat same boss fights that you could set your watch too. 8man raids that are not just gloried trials. Think 8man dungeons. More variation in monster abilities and moves. Moving away from a purely expected incoming damage system. These are just the ones off the top of my head. This is working within the same system to make the game more fun and challenging. Not imposing bad caps and horrific grinds.

Why does everything have to build around "Raid Content" There is plenty of classes and even more classes coming out next expansion. Whats wrong with one piece of content that is for solo players.
I wouldn't be shocked, "Based on the Community Feedback, We decided to cancel the Blue Mage Project" Thank you for your feedback."
Last edited by Aniond; 11-21-2018 at 11:56 AM.
"Here, you've been paying back on your house for the requisite 30 years or and it's finally, in limited form, yours! You can use the master bedroom and bathroom, and when it's okay with the other people we've sold the house to in duplicate, your kitchen, patio, and living room! Also, we've taken out the plumbing, but you're free to reinstall it in your designated space."
"Here's the 4K TV you requested. Oh, but keep in mind it's a personal TV. You won't have to worry about pesky people watching whatever you're watching; this one has only a 10-degree viewing angle!"
That's not to say we're owed the metaphorical house or TV or whatever else; we'll get "enough" or we'll leave -- simple as that. But, completely irrelevant from entitlement of any other sort of expectation, there are some things you don't need to "try out" to see the flaw.
If the developers wanted to avoid it being perceived as such, then they should have been more honest with its scope from the start, in both detail and tone. When you sell something as a "job", which would normally entail an equally relevant perspective on and inclusion in any and all content, it doesn't make much sense to then "limit" it to an extent that runs contrary to the general description's widely held definition. There are some things that don't go together -- be it for reasons of classification, synergy, or functionality -- like a sausage ice-cream, a four-wheeled bicycle, or a hand-cranked TV.
Because the best way to meet increased expectations in the same direction is to run back the other way?
The problem isn't that there will be BLU. It's that there's going to be too little BLU. All evidence from 2.x, 3.x, and 4.x points at a complete unwillingness to make significant or especially thematic or (external) systemic changes to any job after implementation, so an implementation in 4.5 in a lackluster state fully signals a lackluster state from then on. When the two options historically given are "put it to sleep" or "let it crawl", a flawed foundation lasts and its effects compound.
While that may be the limits of the devs' abilities, not even that duality is technically needed. You need only sensible systematic limitations on the individual skills.
We're using a systematically oversized toolkit here, and thus certain abilities can afford to be skipped for certain fights; entire jobs have already been passed over for particular fights to less outcry, it would seem.
Yes, a spell like Death would not be able to one-shot a boss. It would not even be able to be reliable against an elite mob or guaranteed against a standard one. But neither would those things in themselves be fun. One-shotting a mob twice your level, without any nuance, consideration, or preparation, is not on average fun. It is far more difficult to make something like that fun than it is to make it balanced. Balance was already achieved fairly well even just one release in the series before XIV. In an absolute effect, until degraded to a secondary mechanic, chance is diminished with effective potency. The stronger the enemy, the less chance Death had of succeeding. True, In XIV, it would make no sense to allow players farm its RNG until it finally succeeds against the hardest boss in the game. And, frankly, that's not a downside of the constraining system; it's a reality check for compelling design. But adds? Subtargets? Pieces of the boss's armor that are separately targetable or made attackable by one's positionals? Certainly, you could cast Death on those with a chance to wholly succeed (though, still based on remaining HP or, downtuned at base, eHP). The effect of RNG there is vastly mitigated. Add to that the actual things that can make a BLU play uniquely -- not just in the things it does outside of or prior to combat -- such as new thematic synergies and ramp-up systems in place of stale combos and you can make Death not only serviceable and balanced, but entertaining.
Last edited by Shurrikhan; 11-21-2018 at 08:30 PM.
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