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  1. #11
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Kalise View Post
    I feel that this idea of "Advanced" Jobs wherein it's ending up creating a proper job (Not really, you're just advocating copy/paste BLM/DRG/SMN but with different spell effects) and then also creating a second Job that is a glorified Limited Job we have now seems a little silly.
    I feel like the idea that SE can't design a new job is silly. So I guess this silly feeling is mutual :P. I really dislike the arguments of "but it'll just be BLM/SMN" like SE is incapable of designing something unique beyond what they've already done :/. SE can design a new mage, I'm certain of this.

    Quote Originally Posted by Kalise View Post

    Given that there's a myriad of ways to make a proper job out of BLU whilst still retaining its ability to have unique stuff such as learning new skills and accessing "OP" skills that can only be used in old content. All of which would merely require creating a single job, not 2 (Especially with additional Soul Crystals... We only have 4 slots left in the Armory chest, 2 of which will be taken up by Gunbreaker and Dancer in ShB... Adding jobs that will now need 2 different Crystals is going to be a pain).

    An example for BLU would being having a "Duty Skill Set" that is automatically enabled when entering a duty that is sync'd, that has limited customization (I.e. You can swap out for different flavour of the same skills. So you can pick whichever 130 potency filler skill to use in the slot it takes but you can't remove said 130 potency spell from your spellbook entirely) so it can be balanced around while maintaining some customization. While for unsync'd content you can have all your other skill sets completely open to what you feel like using.

    Essentially, acting as this "Advanced Job" dual jobs, but working within a single job. Using a framework that already exists (Being able to save skill sets for BLU) and so reducing the need to dump resources into creating and maintaining 2 jobs where one of them just won't end up being functional in a way that actually makes it feel like the job it's supposed to be.

    In addition, putting in the systems to enable "Limited Jobs" to act as normal jobs also will work going into the future.

    For example, if you make it so that "Limited Jobs" have to "Unlock" access to the Duty Finder. So they need to do a quest at level 50 which requires them to have spells X, Y, Z (BLU), beasts X, Y, Z (BST), mammets X, Y, Z (PUP) etc. Then they unlock level 1-50 DF. Same at level 60 and 70 and 80 etc.

    Thus they're "Limited" in that they don't automatically access everything the same as a normal job, they have to meet certain requirements due to their different progression system. As opposed to being "Limited" in that they just can't participate in 90% of the content within the game and rely entirely on individually created content.
    I find that if they took the current setup of insert color of 130 potency skill that Blue Mage would be boring, so I'd also rather have a two job system where the limited side is unbalanced and true (or at least "exaggerated") to the original spell and the "main job" side is balanced and follows it's own rules for gameplay mechanical fun. I'm not a fan of the heavy amount of Blue's duplicate potency different color issue and I wouldn't want to see it become a core feature of the job to make it work.

    So while your idea is certainly straight forward (massively so, blue mage a normal job by next week sort of levels lol) I guess we'll diverge there as I think Blue Mage isn't in a good place to take the simple route (nor can it be, imo, because "130 potency of X color" feels bad now and I think will feel bad in the future too).
    (2)
    Last edited by Shougun; 03-21-2019 at 09:03 AM.