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  1. #51
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kabooa View Post
    Putting Blue Mage on the same formula as literally every other job simplifies any concern about their scaling. It's literally just potency / second since the end result weapon damage and main stat will be the same.
    Except BLU currently has Maim and Mend V with the pattern suggesting getting a new Rank of Maim and Mend at levels 60, 70 and 80. This in combination with Off-Guard can grant BLU some pretty absurd scaling.

    This would need balancing.

    Quote Originally Posted by Kabooa View Post
    You limit Blue Mage's Load Out slots by level. That keeps lower level from being dumb.
    Okay. But how would you do that?

    Currently, you can place any spell in any slot in the load out.

    Which ones will you have access to when sync'd? What if someone hasn't put a usable collection of abilities in those slots?

    Quote Originally Posted by Kabooa View Post
    Oh no, database entry. The most time consuming part of game development :P
    It's still time taken. On top of the myriad of other things they'd need to be addressing.

    Quote Originally Posted by Kabooa View Post
    The root of Blue Magic making its way to us as players was anthropological. It was through studying the way a people lived that the two figures in question learned and thus moved to make use of it. In this regard, the level 1-50 of Blue Mage (The "Backbone" levels of basically every job in terms of base mechanics), having the Whalaqee totems be the capstone of the learning building block is fine.
    Except many players and devs disagree. BLU has always been about learning from enemies. It would irk a lot of players if suddenly the learning mechanic from BLU was scrapped in favour of just shoving a bunch of totems down your throat.

    Quote Originally Posted by Kabooa View Post
    How would you tell people to get those skills to unlock the totem?
    Job quest, that isn't level locked. "Lore dump here, but I won't share this with you until you show me you're dedicated to your studies. Go and learn spells that [put your descriptor here]."
    You mean the same job quests that many people dislike doing? That they've tried to go away from in terms of locking abilities behind because of that fact?

    Quote Originally Posted by Kabooa View Post
    How to notify them they need this?
    Job quest. Also by locking off load out slots in the blue magic spell book. Also by just clearly putting a text in the duty finder, along the lines of "You do not qualify because: You must progress your Blue Mage Job quests."
    Again, locking content behind job quests is not a reasonable answer. Many people don't like doing job quests. Even more so BLU job quests which, notably, 1-50 ones currently require 2 spells from dungeons (One is soloable at higher level, the other would require level 60+)

    Not to mention, where are all these job quests going to go? Given we already have 1-50 worth of quests. Will BLU not be able to unlock more ability slots until level 50+?

    Quote Originally Posted by Kabooa View Post
    How 'best' skill
    The load out slot you unlock enhances whatever ability you put in that matches the type it was unlocked for.
    But that doesn't answer the fact that your suggestion had the "Best BLU AoE spell" locked behind this totem that required you to learn several other AoE spells in order to access. How is that "Best BLU AoE spell" shown to be the best, in a way where people will put it onto their load out, instead of playing to one of the core design values of BLU which is the flexibility of your loadout.

    Also, enhanced how? Remember, this will also then have to go through aforementioned balancing with M&M and Off-Guard and weapon damage/potency formulas.

    Quote Originally Posted by Kabooa View Post
    you can easily answer all of these questions yourself.
    Easily? No.

    I can find answers for all of the questions, yes. But I'm aware that it wouldn't be easy to just up and implement all of these things, there's a lot of stuff to do in order to make BLU a real job, especially one that retains its uniqueness which is necessary to justify its inclusion in the game, if it didn't have the learning aspect then it wouldn't be BLU it'd be just BLM 2.0.

    I personally feel that the work would be worth it in the end, but I'm not naive enough to think that this would be something they could crank out easily. There's a lot to consider. I mean, we haven't even scratched the surface of things such as job quests from, 50-80, job gear design at appropriate levels, relic weapons, ensuring all new abilities that would be added between levels 50-80 would be balanced and would enhance the job (I.e. Not just a ton of re-skinned copies of 130 potency spells) especially if you're suggesting having BiS skills coming from totems.

    Where would spells like the aforementioned ones from EX Trials fit in? Would other Primals give abilities? Would they share CD's with the current ones or would there be new pairs? How would you get these new pairs which would become mandatory for the DPS rotation? Would there be any other spells from Dungeons/Trials/Raids? Would any of them be mandatory for optimal play? What about the leveling process and duties? Will there be spells from high level HW/SB/ShB enemies that would be mandatory for play? How would these be accessed in regards to someone at say, level 50 wanting to use the duty finder? Will there be any spells that are direct upgrades? How would these work when level sync'd, would you be stronger than another BLU in the party merely because you're level 70 and have a better spell when sync'd down to level 30 than say a level 50 BLU being sync'd down to level 30?

    Will BLU have any additional traits? If so, what would they be?
    (0)

  2. #52
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    You frankly aren't paying me, so I'm not going to draft a whole design document just to make a point to you. That isn't to say you don't raise good points, just not ones you absolutely require me in particular to answer.

    Traited %increases are just a matter of math. They'd just do the standard "No more after 50". It's basic algebra to tune this in either case, be it "adding more traits" or "removing traits".

    I never said you wouldn't learn skills from enemies anymore.

    It quite clearly answers the question. You put your chosen skill into the enhanced slot and now it's better. It's your 'best' AoE. Those six enhanced slots form the basic backbone of your kit and every ability you can place into the normal slots revolve around them. Flexible AF loadout.

    Need numbers on "Many don't like unlock quests", because boy howdee, are they going to be in for a shock in Shadowbringers.
    (5)
    Last edited by Kabooa; 02-09-2019 at 10:52 AM.

  3. #53
    Player
    Dralonis's Avatar
    Join Date
    Oct 2013
    Posts
    71
    Character
    Zyler Selwyn
    World
    Excalibur
    Main Class
    Black Mage Lv 90
    Personally, my guess in what they may do is something like doing this carnival stuff until level 70, then after 70 they won't make any new carnival fights and then 70-90 will be "full class" and requires certain skills to advance in the next job quest just as what we currently have with some job quests, however, the "essential" skills will either be by a levequest like system that they may add to carnival. Can't be cheesed since if you die, you won't learn the skill so the final sting tactics wont work. When we saw them solo shiva, that could've been something they aimed for as those kinds of quests so you can farm yourself but not implemented yet. or totems that can be dropped by said mobs and sold on the AH or just a vendor. It would be a minimal effort job dev wise, and not need "quests" to make. with much dialog and cut scene stuff.

    They have to do something for it anyways. Some people may not like the idea that they go with, but can't make everyone happy. As long as people can have a full job, it's still a net gain of "happiness". Then they just have you level sync to do all the carnival fights. Which, by then, they could at least have 40~ plus weekly ones. That's quite a lot of effort when compared to what they do with gold saucer stuff. Also has people that like "True to blue" Stuff happy and full job people happy. They hardly ever continually develop side content stuff like fishing.

    Over all, currently, it's less effort to balance than you'd think. Not saying it's next to no effort since it's still a TON of skills and tons of effort, but it's not more than full classes, I'd imagine. They have a lot of spells that are nearly the same potency but a dot version or a different shape attack or a different range. Then, they essentially reuse the assets from the enemies since that's what blue does, so it's already in the game, they have to model it for the character and make them do one of the same few animations BLU's currently have and some tuning with it. You aren't doing crazy flips or special animations or spells like other classes yet, this is already all in the game. Also, they don't have weapon balance since weapons don't matter so there's no real scaling issue besides with gear. Making it quite a lot easier with variables. The most effort is the new fights they'd add. Then when they actually build a class at 70 in 6.0 which they'd have plenty of time to do. They also make drastically fewer weapons and don't have weapon stats. We only really got 3 weapons from 1-50. We may only get 1 every 10 levels if that. So that also saves effort on their design team.

    If you read the quest text, they even mention stuff about him wanting to make a BLU guild since the arcanists laughed at him,them saying BLU magic is nothing but a joke, so he just needs money and a place after we spread the word and get people interested in BLU around the world and actually respectable, not just a side show and prove them wrong. Seems like it's a competition and wants to be like ACN and be a actual guild with a job class too. Just gotta wait.
    (1)
    Last edited by Dralonis; 02-10-2019 at 10:34 AM.

  4. #54
    Player
    Mito123's Avatar
    Join Date
    Aug 2013
    Posts
    80
    Character
    Archmage Myst
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 80
    What if we are actually making the story line of Blu without noticing. Like how we want it a main job etc and yet the Blu story wants to make a guild. Almost same concept. That would be crazy if we are the ones that change the story outcome lol.
    (0)

  5. #55
    Player
    GenericMagus's Avatar
    Join Date
    Aug 2014
    Location
    Limsa Lominsa
    Posts
    338
    Character
    Generika Nameius
    World
    Zodiark
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Kalise View Post
    snip
    The reason why they have Maim and Mend V is to make up the lack of stats without a mainhand, because SE is lazy- I mean so you don't have to farm dungeons for weapons. If BLU had a main hand with stars they'll scale fine as the other casters.

    One way is to have SE set us up a skill set for dungeons/trials etc like an unlimited job that requires you have to have a damaging spell, a cc, some other spells and then can add the weird stuff. The skill set gets adjusted based on level and grows and shrinks depending on level of dungeon, just like any other job.

    Races take far more time and effort making than any job, yet has barely to any gameplay impact. Should we stop making races then?

    Well to access Masked Carnival you need to have 2 dungeon skills to progress and access the Masked Carnival, it's one of the surest ways to make sure any BLU is qualified to go into dungeons via DF.

    I agree with you no enhancements to base spells depending on load out.

    Btw Whalaqee totems are just like Quistis learning Blue Magic in 8. She learned Blue Magic through items. The only thing that all Blue Mages have in common is learning and using enemy skills, how they do so are often vastly different per series.
    (0)

  6. #56
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kalise View Post
    Except BLU currently has Maim and Mend V with the pattern suggesting getting a new Rank of Maim and Mend at levels 60, 70 and 80. This in combination with Off-Guard can grant BLU some pretty absurd scaling.

    This would need balancing.
    Wouldn't "putting Blue Mage on the same formula as literally every other job" already include limiting/expanding it to the same mainhand weapon drop frequency and dependency and the same Maim and Mend traits (as per casters, ranged, and NIN) or compensating potency (Monk, Dragoon, Samurai) all other DPS have?

    There's no over-tuning in any aspect of BLU usable in endgame or the like that can't be straightforwardly compensated for or simply made a nonissue with a potency adjustment.

    The time-staking issue isn't external balance. External balance is easy. The issue is internal balance.

    Quote Originally Posted by Kalise View Post
    Okay. But how would you do that?

    Currently, you can place any spell in any slot in the load out.

    Which ones will you have access to when sync'd? What if someone hasn't put a usable collection of abilities in those slots?
    Ideally? You apply internal balance. You make it so there is no "best" skill, but rather trades between immediacy/frequency/accessibility/versatility and power. Think of it like gauge skills. Guren hits like a truck, sure, but how much damage does it actually offer to your rotation? Only around 4 to 5% of total damage. That's big, but comes at opportunity cost.

    Now, imagine if Tail Screw, rather than having any CD (or RNG and lack of any effect on bosses or higher-level enemies for that matter), had a deepened interaction with gauge, equivalent specific to water element or "compression" aspects, thus making it naturally far less frequent than a mere 50 gauge would be to SAM (i.e. nearer to 90-120 seconds of generation to be maximally charged). You have to determine whether you want to build your kit around it, and which other strong skills as not to waste general gauge while pushing water/compression.

    Internal balance is really only one smart, even if fairly simple, system away. We just to have somehow gone lengths to avoid the idea in favor of learning outweighing gameplay, rather than complementing it.
    (0)

  7. #57
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Wouldn't "putting Blue Mage on the same formula as literally every other job" already include limiting/expanding it to the same mainhand weapon drop frequency and dependency and the same Maim and Mend traits (as per casters, ranged, and NIN) or compensating potency (Monk, Dragoon, Samurai) all other DPS have?
    It depends a lot on how their base potency would react with Off-Guard. But even so, it would still be a not minimal amount of work to retune their scaling and M&M traits and create and include all their necessary weapons and make sure that they're still balanced (At all stages of the game) to an acceptable standard.

    With of course, accounting for various skills that would make up the backbone of BLU's rotation.

    Not necessary difficult, but it would be some amount of work to do. As, just because something is easy, doesn't mean that someone doesn't have to spend time doing it.

    Quote Originally Posted by Shurrikhan View Post
    Ideally? You apply internal balance. You make it so there is no "best" skill, but rather trades between immediacy/frequency/accessibility/versatility and power.
    Well, the issue is still with figuring out a good way to limit spells for syncing purposes, whilst still enabling BLU's to perform mundane tasks such as queuing for Leveling Roulettes that can range from level 15 Sastasha to level 69 Castrum Abania or even something like entering PotD.

    As unless you make 99% of spells just copy/pastes and/or jack up the potency of like 1-2 spells for them to spam for ever, this will need to be considered. Like, limiting spell slots doesn't stop me from having say... Loom, Toad Oil. Sticky Tongue, Moon Flute, Flying Sardine, Acorn Bomb, Bristle and Blood Drain in those limited slots. Which are not unreasonable spells to have in a loadout alongside a damage rotation.

    While at the same time, allowing BLU to access their full damage rotation (Off-Guard, Glower, Song of Torment, Bristle, Eruption, Static Strike, Glass Dance, Peculiar Light) during sync'd content would be unbalanced.

    Not to mention, trying to lead people into equipping this damage rotation, or something relatively similar would be important, without just creating clear BiS skills that nullify the experimentation aspect of having a bunch of skills learned.

    You can tailor the balance of skills like Tail Screw and the like later, but in order to make BLU functional as a normal job, you need to address the baseline things first. Which is, getting people to be adequately equipped to deal with content in the game, without just making BLU into literally any other job and being given their skills directly (Either from leveling, from Job Quests or from Totems) because by doing so, you diminish the actual point of having BLU over any of the many other Magical damage Jobs that could have been implemented like every other job
    (0)

  8. #58
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kalise View Post
    It depends a lot on how their base potency would react with Off-Guard. But even so, it would still be a not minimal amount of work to retune their scaling and M&M traits and create and include all their necessary weapons and make sure that they're still balanced (At all stages of the game) to an acceptable standard.

    With of course, accounting for various skills that would make up the backbone of BLU's rotation.

    Not necessary difficult, but it would be some amount of work to do. As, just because something is easy, doesn't mean that someone doesn't have to spend time doing it.
    No one is debating that it would take greater than an infinitesimally small time to achieve. But unless it's going to take more time to salvage the job than to deal with its cumulative contribution to distrust, to replace the resources wasted on it, and continue producing "BLU-unique endgame content" for its few loyal participants lingering, it's worth the time. They've dug not just a hole here, but a sinkhole that will expand with time, under a corner of their house.

    Quote Originally Posted by Kalise View Post
    Well, the issue is still with figuring out a good way to limit spells for syncing purposes, whilst still enabling BLU's to perform mundane tasks such as queuing for Leveling Roulettes that can range from level 15 Sastasha to level 69 Castrum Abania or even something like entering PotD.
    If internally balanced, you literally don't need to make any arbitrary or categorical adjustments. You just limit the number of slots, and players place them in the order they most to least want to retain, same as cross-class or role-action skills previously but proportionate to its own maximum rather than the set 5-10.

    If that feels aesthetically unfit compared to everyone else, you just categorically limit what can go into the set based on minimum source level (e.g. if the lowest level mob from which you can get it is 26, you can't use the spell unless 20 or up), and definitely allow BLU to save a multiple different decks, between which to quickly switch.

    Quote Originally Posted by Kalise View Post
    As unless you make 99% of spells just copy/pastes and/or jack up the potency of like 1-2 spells for them to spam for ever, this will need to be considered. Like, limiting spell slots doesn't stop me from having say... Loom, Toad Oil. Sticky Tongue, Moon Flute, Flying Sardine, Acorn Bomb, Bristle and Blood Drain in those limited slots. Which are not unreasonable spells to have in a loadout alongside a damage rotation.
    They are if you balance them. The more skills you'd spend on the damage rotation itself within a builder-spender system with varying specificity of resource, the less contribution each successive skill will make past a little over a dozen or so. Will damage still then be competitive with utility? Yes, so long as utility also scales in some manner. Regardless of level sync, BLU cannot work cohesively without its status effects seeing reasonable scaling. Fix that aspect of BLU, and you also fix so much of the design incongruities in the game that have only further gutted and streamlined all things status effect over each expansion.

    Quote Originally Posted by Kalise View Post
    While at the same time, allowing BLU to access their full damage rotation (Off-Guard, Glower, Song of Torment, Bristle, Eruption, Static Strike, Glass Dance, Peculiar Light) during sync'd content would be unbalanced.
    Then balance the skills. There's no reason Off-Guard need even remain unless it's actually fun to use. it has no precedent and does little more than give back damage previously gutted away from BLU in a manner as hamfisted as the original removal.

    Quote Originally Posted by Kalise View Post
    Not to mention, trying to lead people into equipping this damage rotation, or something relatively similar would be important, without just creating clear BiS skills that nullify the experimentation aspect of having a bunch of skills learned.
    That's literally what we have now. Creating decks around certain deeper skills that share aspect with the status effects and utilities you feel will be most useful in your composition and given the fights to come allows for more experimentation than we have now, not less.

    Quote Originally Posted by Kalise View Post
    You can tailor the balance of skills like Tail Screw and the like later, but in order to make BLU functional as a normal job, you need to address the baseline things first. Which is, getting people to be adequately equipped to deal with content in the game, without just making BLU into literally any other job and being given their skills directly (Either from leveling, from Job Quests or from Totems) because by doing so, you diminish the actual point of having BLU over any of the many other Magical damage Jobs that could have been implemented like every other job
    That literally just comes down to better in-game information of what skills are out there, as per the Recommended Duties list on log-in and the BLU-unique interface, where to get them, and what they do, rather than veiling it to extend playtime under the guise of "community emphasis".
    (0)

  9. #59
    Player
    Mito123's Avatar
    Join Date
    Aug 2013
    Posts
    80
    Character
    Archmage Myst
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 80
    All I know is that two year plan Yoshida talked about for this month Blu better but in it. Because Blu deserves love like hardcore from treating this job as a joke.
    (3)

  10. #60
    Player
    GenericMagus's Avatar
    Join Date
    Aug 2014
    Location
    Limsa Lominsa
    Posts
    338
    Character
    Generika Nameius
    World
    Zodiark
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Mito123 View Post
    All I know is that two year plan Yoshida talked about for this month Blu better but in it. Because Blu deserves love like hardcore from treating this job as a joke.
    I feel like that 2 year plan is just gonna give us the same content, but in a corrupt-a-wish way and recycling of content as always.

    But BLU needs addressing and addressing now, what happened to the motto of "fix now, not patch later?"
    (0)

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