I cannot for the life of me imagine doing Thordan or Nidhogg EX as a Blue Mage for low drop rate spells.
I cannot for the life of me imagine doing Thordan or Nidhogg EX as a Blue Mage for low drop rate spells.
Last edited by Berteaux_Braumegain; 09-17-2019 at 02:07 AM.
They should just overhaul the whole thing into an actual job instead of dumping resources trying to make limited jobs a thing. It's clearly a failure.
Aren't all FFXIV jobs disappointing from their counterpart to XI?.
At least for my personal enjoyment, I had really wanted blue mage in FFXIV (as a job I could main) and while now sad I couldn't main blue mage like I loved doing in FFXI I thought . . . "at least I could go back and do some non-reasonably-soloable content solo then, make whatever savage / ex raid content I didn't do before cry and have fun doing it", but just seems like Blue Mage is solidifying around an idea of Blue Mage I've no interest in. I don't say that out of some cruel desire on whoever is making it either (don't want to make anyone feel bad or threaten subs and what not, just trying to convey as a blue mage fan of other games I feel more like an ex-blue mage fan here). If some people think this is awesome I suppose that's great for them and SE has done something good (not everything has to please everyone), but my feedback I guess is "I was worried before release, I was worried and sad after release, and now I'm potentially more worried".
Still have to see what the new skills are, job quests, and what else the log has going for it, so there is a lot of room for "more info"- and so I'm not fixed on any feeling, just a quick take (and up for change) feeling on reading the changes coming to blue mage.
I feel you on how XIV messed up your favorite job, I definitely feel that way about XIV Dancer, and XIV red mage and XIV Summoner.
I love being able to dual welding, able to heal, buff and debuff, there so much more and it feels so satisfying to play, I'm having a really good time and it's so much fun.(DNC/WAR)
XIV Dancer feels very boring to play and uninteresting, I dabbled in it a few times and got one level up and never touched it again. Sad as I was hoping it was great. It I will never touch it again.
To be fair it is different games, I guess XI battles and the world feel more engaging than XIV and I just started XI like last year lol.
Just waiting for XI remastered or big news for XI 20th anniversary
Last edited by Jkap_Goat; 09-16-2019 at 05:23 PM.
Nope, not gonna touch this job again.
I feel waste of time to level this job to 50 just to experience the despair of primal’s spell farming that worse than 2.0 Atma.
In a way but I feel it's almost a different genre. Slow strategy game vs fast action game. We can't have a jumbo list of situational spells here. Less decision-making in xiv combat, more reactive aoe dodging and executing memorised button rotation.
Well there really is a XI reboot for mobile in development but they've been SO QUIET about it for a very long time. Yoshida knows about its state of progress because it's overseen by the same division of S-E that xiv is a part of. He just hasn't commented or been asked about it in any recent interviews I've seen.
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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