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  1. #1
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Duelle View Post
    Without gameplay and mechanics to back it up, BLU would be DOA if they were to do that. Not to mention people would resent what would look like repeated buffs/nerfs to the job.
    Lol like it wasn't dead on arrival already.

    Anything is better than what we currently have as of 5.0, if the job gets access to duty finder and current level stuff they would atleast be able to participate. Just like how almost nobody wanted to play machinist in 4.0 but they could still participate in any current content available.

    As for mechanics to back it up, there is a ton of mechanics already in their spells. BLU just has more customization. It definitely wouldn't be a job for everyone, but we already have 17 jobs with the normal slightly altered mechanics I think something different that could do regular content isn't necessarily bad even if its a tad underpowered. (which could be fixed by potency changes in patches.)
    (3)
    Last edited by Brightshadow; 10-16-2019 at 09:49 PM.

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Brightshadow View Post
    Anything is better than what we currently have as of 5.0, if the job gets access to duty finder and current level stuff they would atleast be able to participate. Just like how almost nobody wanted to play machinist in 4.0 but they could still participate in any current content available.
    I wasn't around during Stormblood long enough to know what the deal was with MCH, but that sounds like a false equivalence. Any failings MCH had during Stormblood were most likely the result of poor design and/or balancing (read: stuff that could be fine-tuned because the groundwork was already in place). BLU was intentionally made devoid of mechanics. That's a huge difference between those two scenarios.
    As for mechanics to back it up, there is a ton of mechanics already in their spells.
    I've looked over the spell list in and out of the game, and I don't see much aside from a handful of spell interactions, most of which are little more than gimmicks (Lv5 Petrify => Drill Cannon, any stun => Sharpened Knife).

    I also see a bunch of spells that are not usable in dungeons and raids (Doom, Missile, Lv5 Petrify, Tail Screw, Snort, all stuns, anything that resembles CC), a tank stance with a cast time, and two suicide moves. The only things that I would consider usable in the current design would be the DoTs (Feather Rain, Song of Torment), Flying Sardine if you ever need an interrupt (though it doesn't seem like that sort of thing is mandatory) and Bad Breath every 15s for the attack debuff/Peculiar Light for the magic damage taken debuff. I won't claim that utility isn't covered, but that leaves BLU to spam Water Cannon between the cooldowns for Feather Storm/Glass Dance/Shock Strike.

    Which takes us to my point on gameplay and mechanics. BLU doesn't have much to go by, especially when compared to the other casters in the roster. It also doesn't have traits that support the job in its chosen role (taking a page from the FFXI "certain spells in a combo grant traits" system wouldn't be a bad place to start). And considering the devs have a fixation on giving everyone a resource bar (even jobs that never needed them; see: PLD), you'd need to address BLU's lack of that as well.

    To get back into brainstorming, you could plausibly make spell interactions BLU's thing (the way Astral Fire/Umbral Ice is BLM's thing and Aetherflow is SMN's thing), but you need to take it well beyond just the gimmicky stuff currently in place.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #3
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Duelle View Post
    To get back into brainstorming, you could plausibly make spell interactions BLU's thing (the way Astral Fire/Umbral Ice is BLM's thing and Aetherflow is SMN's thing), but you need to take it well beyond just the gimmicky stuff currently in place.
    Could take advantage of the elemental spells.

    In FFXIV you have the following interactions:
    Fire melts Ice, Ice blocks Wind, Wind extinguishes Fire (yes I know that last one is stupid.)
    Lightning boils Water, Water erodes Earth, Earth grounds Lightning.

    For example, you use an earth spell and it gives you an earth buff, any water aligned spell used will do bonus damage because it's going "through" the element it's strongest against.
    So your water spell then does bonus damage, removes the earth status, and replaces it with a water one. Then you use lightning to attack, clear the water status, and complete a basic 3 button combo, gaining a 'blue mage token' to be spent on a more impressive non-aligned spell like 'Bad Breath'.

    Thinking a gauge something like this.



    Start with Fire, Fire extinguished by Wind, Wind blocked by Ice, one "token" granted.
    Lightning opener, grounded by Earth, eroded by Water, second elemental triangle "token" granted, and one bigger "token" for completing the whole elemental wheel.

    Small token for something like a toned down Bad Breath.
    Bigger token for stuff like the Primal spells but beefed up?

    I think the job could probably still use a little more than that, but it's a solid enough foundation to build upon IMHO.
    (6)

  4. #4
    Player
    Kisshu's Avatar
    Join Date
    Mar 2014
    Posts
    494
    Character
    Nica Kisshu
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Jandor View Post
    Snip.
    I like this idea. Gives the job some free-form rotation based on what you need. For the first rotation you might want Song of Torment to hit the hardest, so you use it after your fire spell, but the next time you get to wind the song is still active, so you use another wind spell.
    Also building to more powerfull spells would be nice, such as the primal spells.
    (1)

  5. #5
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kisshu View Post
    I like this idea. Gives the job some free-form rotation based on what you need. For the first rotation you might want Song of Torment to hit the hardest, so you use it after your fire spell, but the next time you get to wind the song is still active, so you use another wind spell.
    Also building to more powerfull spells would be nice, such as the primal spells.
    I also wanted to keep some of the spell selection aspect of BLU as well. I think with a basic gauge and spenders you could have a check-list instead of a fixed duty set.

    So for example, for the DF set it could require that you slot at least:
    1. 6x different elemental builders.
    2. 3x single target spells that work as a combo.
    3. 3x AoE spells that work as a combo.
    4. 2x different small blue token spenders.
    5. 2x different large blue token spenders.
    6. 1x crowd control spell.
    7. 1x enemy debuff.
    8. 1x self buff.
    9. 3x oGCD abilities.

    1 spell can check off multiple things.

    An AoE ice spell that binds would check off 1, 3 and 6.

    An oGCD that requires a small blue token would check off 4 and 9.

    In theory you keep quite a bit of customization while ensuring that a BLU in duty finder always has a minimum level of kit.
    (4)

  6. #6
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Jandor View Post
    For example, you use an earth spell and it gives you an earth buff, any water aligned spell used will do bonus damage because it's going "through" the element it's strongest against.
    So your water spell then does bonus damage, removes the earth status, and replaces it with a water one. Then you use lightning to attack, clear the water status, and complete a basic 3 button combo, gaining a 'blue mage token' to be spent on a more impressive non-aligned spell like 'Bad Breath'.
    This idea has potential, though I'm not sure of what to use as the big payoff abilities. Primal spells seem a bit odd to me since getting them is a bit of a pain and they already have prohibitive/shared cooldowns.

    You're right that BLU would need something beyond the system you described, which is why I'll toss in Spell Combinations. Imagine additional slots in the BLU spellbook that have a link between them like the linked materia slots from FFVII, and setting two abilities in those slots allows them to either combine into a new ability or combo into each other.

    What sparked the idea was Ice Spikes + Thousand Needles, either creating a new attack that deals ice damage at the cost of no longer dealing 1000 fixed damage (though it'd scale with stats like normal AoEs) or allow Ice Spikes to be comboed with Thousand Needles (casting Ice Spikes reduces the cast time of the next Thousand Needles by 4s and causes it to deal ice damage). Another example would be Toad Oil comboing with Flying Frenzy to apply an oil debuff on target that increases damage taken from fire-aspected blue magic (Bomb Toss, Flamethrower, Eruption).

    While combining spells would be harder than allowing them to combo, it might be possible to combine the OP spells (Lv5 Petrify, Tail Screw) with other spells to make them usable in normal duties while still allowing you to use them in their OP state outside of dungeons and raids.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)