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Thread: BLU & RNG

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  1. #6
    Player
    zuzu-bq's Avatar
    Join Date
    May 2015
    Posts
    901
    Character
    Zuzu Belloq
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    The bad RNG is only really a big issue for instanced Spells, specifically Trials. Basically encouraging players to get a carry with someone at the level cap instead of actually playing the new job. Since world enemies are usually abundant in a single map and respawn fast enough, while giving the BLU multiplied EXP too making the non spell learning kills to not be a complete waste.

    A suggestion that has been growing in Twitter and The Balance's discussions I've seen is to gran a 100% chance for spells behind instanced content if the party was entirely made of Blue Mages (4 or 8 BLU) akin to the minimum ilv 100% chance of multiple Orchestrion drops. Would be a good solution to bypass the randomness, while keeping it a challenge and at the same time having players to actually play BLU.

    In the end BLU is a mini-game in itself. It has a collection mini-game and a challenge hall. Which is fine, really. But when the best way by far to obtain part of that collection is by barely playing BLU itself, then that part of the mini-game needs a slight adjustment. Collecting Ultros and Typhon spells inside the Carnival itself was actually pretty cool. Trying to discover enemies with the spells you wanted that were easier to kill multiples of them in succession was rewarding in itself as well (like a Leve enemy that casts the Look or realizing you could do Turn 2 instead of Turn 1 for multiple chances of obtaining High Voltage).
    (1)
    Last edited by zuzu-bq; 01-20-2019 at 05:31 AM.