I dont think blue ever be allowed in deep dungeons would kinda trivialize the solo aspect
I dont think blue ever be allowed in deep dungeons would kinda trivialize the solo aspect
I don't see why that'd be an issue though, so long as blue mage is in it's own leaderboard. I think trivialization is an important feature of many themepark mmos- to be honest, that the game self nerfs over time to allow more and more players of skill levels and time ability to play and enjoy the vast majority of content provided.
Except maybe Ultimate, which can forever be a trophy and a masochist paradise. Everything else though, given time (sometimes substantial time), should I think slowly be ground to dust by the rolling mountain of difficulty/challenge.
Took me 2 days to get BLU to max level, get all the non-primal spells, and complete the Masked Carnival + Perfect Blue title. I haven't touched it since outside of self destructing infront of new players I've introduced for the game.
10 additional levels is just a bandaid on a job that desperately needs to be more than a circus attraction.
I can't believe they're still spending resources on this dead on arrival content.
Ctrl+X this job please.
Not even the overworld. BLU's dps is so low it takes more than twice as long as other classes to beat FATES and a large majority of boss fates are Death immune. At level 50 it has no applicable purpose in the open world besides two S ranks.
I'm not sure BLU would even be good in PotD in its current state. It'd fail dps checks on the highest floors and its heal is almost ineffective if you get knocked to critical health. RDM is just all round better.
It was basically designed as a Carnival class and nothing else.
Cause BLU has no right to be fun!
Joke aside, they seem to keep the same direction for BLU. Now it's difficult to say because we are not in the details yet, but if the major issues in the current BLU design are still there, that would be a complete failure for me. By this I mean :
- Lot of redundant / useless spells for a rotation that boils down to spamming the same spells.
-> Being able to craft a job kit out of a pull of actions for any given fight is quite a good idea in principle. The problem with BLU is that for 50 spells, the essential kit is around 5-6 spells and the other actions are almost only there because they might be used once in a precise Carnivale turn, then shelved and never to be heard of again.
- Walls of RNG to complete the Grimoire (Primals especially)
-> Having to queue for dungeons in a team while BLU was literally advertised as "Designed for solo-play" was weird, and they try to fix that for 5.1. But the early RNG on job quest actions in dungeons was a design failure. Then adding a low drop rate on Primal abilities just to create an artificial endgame is lazy design.
- Boring / stale solo content (Carnivale)
-> Each turn boils down to "what actions to use", once that is solved, there's no enjoyment to re-play those. Even if there are "achievements" for certain uses of spells.
- No rewards for the mini-game that BLU is
-> Poetics and Seals have little to no practical use. At least Gold Saucer mini games reward you with a valuable currency.
TL;DR : make BLU a glorified Gold Saucer mini game and let's stop talking about it as a "job"![]()
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