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  1. #1
    Player
    SomeRandomHuman's Avatar
    Join Date
    Apr 2014
    Posts
    778
    Character
    Tabi Fox
    World
    Mateus
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Duskane View Post
    I dont think blue ever be allowed in deep dungeons would kinda trivialize the solo aspect
    Why take away the 1 thing that would actually be fun?
    (8)

  2. #2
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    Quote Originally Posted by SomeRandomHuman View Post
    Why take away the 1 thing that would actually be fun?
    not the first time its happened with blue

    Im not against but its just Blue has been "no fun allowed anywhere but over world"
    (2)

  3. #3
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Duskane View Post
    Im not against but its just Blue has been "no fun allowed anywhere but over world"
    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.
    (5)

  4. #4
    Player
    Berteaux_Braumegain's Avatar
    Join Date
    Sep 2017
    Location
    Ul'dah
    Posts
    1,151
    Character
    Berteaux Braumegain
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Liam_Harper View Post
    and its heal is almost ineffective if you get knocked to critical health
    To be fair, you would have access to those Sustain Potions, though the rest of that is very accurate.
    (1)

  5. #5
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,971
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by SomeRandomHuman View Post
    Why take away the 1 thing that would actually be fun?
    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"
    (7)

  6. #6
    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 Mansion View Post
    TL;DR : make BLU a glorified Gold Saucer mini game and let's stop talking about it as a "job"
    BLU was presented as a job not a glorified gold saucer mini game. If Square wanted a monster mini game they could have simply implemented something like the monstrosity mini-game from FF11. The fact of the matter is that once you unlock all the spells there is nothing to really do with this job. I was so excited when I got all my spells then I realized that I had nothing else to do because I completed the carnival in like 2 hours. And let me tell you the carnival isn't as fun as Square made it out to be it's pretty lackluster, so yes I want a bit of restrictions removed from BLU. There is no reason why a BLU with all their spells can't be balanced to atleast do roulettes, heck if raids is the issue just keep them out of raids but atleast let me play the other 80% of game as BLU.

    And for those that defend this limited design, please be honest with yourselves how often have you used BLU since it launched...
    (5)

  7. #7
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,971
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Brightshadow View Post
    BLU was presented as a job not a glorified gold saucer mini game. If Square wanted a monster mini game they could have simply implemented something like the monstrosity mini-game from FF11. The fact of the matter is that once you unlock all the spells there is nothing to really do with this job. I was so excited when I got all my spells then I realized that I had nothing else to do because I completed the carnival in like 2 hours. And let me tell you the carnival isn't as fun as Square made it out to be it's pretty lackluster, so yes I want a bit of restrictions removed from BLU. There is no reason why a BLU with all their spells can't be balanced to atleast do roulettes, heck if raids is the issue just keep them out of raids but atleast let me play the other 80% of game as BLU.

    And for those that defend this limited design, please be honest with yourselves how often have you used BLU since it launched...
    That's my point. The main mistake was advertising it as a job, even if it's called Limited Job, it still had the effect of rising expectations for players. My TL;DR was meant as a joke, but you get the general idea. Calling it a job was a mistake, and implementing it as it is, that's arguably a missed opportunity to make enjoyable content on a larger scale too.
    (1)

  8. #8
    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 Brightshadow View Post
    And for those that defend this limited design, please be honest with yourselves how often have you used BLU since it launched...
    Just as a note first lol, I would have preferred both (limited and normal == advanced job) or just normal. I also think I'd be more okay with exclusively limited if they were titled things that weren't iconic. Shepherd not beastmaster, not blue mage, etc, but calling them iconic things that have clear images and associated concepts (for the most part) makes it rough for me to be happy they're limited- though I'll try to detail how I might have still enjoyed blue mage even if it was exclusively limited.

    Personally I see Blue Mage having the unique potential to break the game into submission for those who want to casually experience everything they could have/would have never done before. All of the raids, EX / Savage content they missed, the deep areas of the deep dungeons, the maps they couldn't do solo, the diadem, the Eureka- allowing a large background of players to enjoy old content (time, skill, their main job not soloing very well, etc). Allowing you to put those areas on farm for gear, story, and just general experience (a lot of really awesome environment fights are in those contents that a super casual person might not get to experience). In terms of a general balance statement that'd be any content blue mage has equal level to, and a good selection of skills, should be able to solo that content. Part of getting there I had liked the idea that the more skills you collect the more base powerlevel you have (such that if you want to group up early you can, to get those strong skills earlier, or if you want to go solo you just go in order of difficulty and you'll basically 'gear up' your blue mage- and this also makes all skills even the skills you'll never use more valuable).

    Obviously blue mage isn't clearly going that way yet, which is the way I hope blue mage goes IF it MUST remain limited exclusively. Without that feature, and made a bit less luster that the kit is a lot of repeating specific skills, I have a much harder time personally seeing value out of a limited design concept (which of course is disheartening since I was excited for a Blue Mage main job).

    So just wanted to say I could see a potential value. Since you could equip blue mage with absolutely ridiculous spells needed to combat some of the enemies presented, and also just for the fun of it (a lot of the wild spells for blue mage are more spam due to low % and likely ignored, would like to see different mechanics around stuff like that). Also hopefully add new glue and mechanic to make it fun to mix and play around more, new instant casts, cooldowns, charges, a lot more spell interactions, perhaps new currency/job mechanic concepts- I feel blue mage needs a tighter "play experience"). Like a spell I've been suggesting for blue mage to get that solo god status was a skill called Molt. Molt (name up for change) would allow the blue mage to shed their skin displacing attacks off blue mage onto the molt, including markers (so you could dodge stack mechanics and more, things that could easily kill even overpowered unsynced jobs). Might even be able to add an attack component to it like all cone attacks will be cast by your molt as well (like that moth boss, sort of). That just being one of many potential skills that could let blue mage defy the idea of a content being impossible to solo. Mighty Guard could go under similar treatment, especially as it feels worse now that actual tanks don't suffer similar costs (damage loss is removed, and the damage reduction being a passive skill).

    Of course if Blue Mage takes the spot as 'a casual's explosive journey through nearly all of FFXIV (blu not allowed into 'new content')', then another spot should be considered if any other limited is to be made- so any other new limited jobs would need to have different spot. Hopefully with job mechanics to make it more connected/flowing like a job would be to play, which is why I was trying to say trading card games and diablo affix building before. Making other limited jobs have different goals, as duplication of that one value (solo god king) I think wouldn't be that helpful. Also I still think there could be a lot of value out of making advanced jobs. Advanced jobs being jobs that are both limited, behave uniquely, and have normal (DF) components- so like blue mage levels much faster, has a huge customize-able kit outside of current content, but also has a specific set of skills made just for DF (like how jobs have a special kit for PvP vs PvE).

    So here I thought beastmaster would have a shepherd DoL component, of like animal husbandry, being able to level in a DoL fashion, decent leveling speed but they'd spend time training their partner for battle. Perhaps in the open world they can have their hand trained pet and a wild monster out, making them more potent open world, but of course in DF they'd have their balanced trained pet (in terms of customization I could see a number of options, like even creating non-combat helpful pets, but of course for DF the pet will need more tightly balanced options a bit like hunter in WoW, for DF QA purposes). Puppet master would be able to craft unique smart minions (have varying levels of interaction), have a performance feature (like bard's)*, must craft their puppet (for DF balance /option must be a bit stricter for QA), and of course can DF with it. *I think it could be quite fun, maybe (potential for error... lol), to be able to program your pets into a set of actions like some of the puzzle games you might find online (like this one: https://lightbot.com/).

    Then you have a DoL battle job, a DoH battle job, both coming with unique content (crafting, doing puzzles that perhaps have to do with story- like you're developing AI to build something, gathering and raising animals that can help you as well as produce items), and their DF components being strictly balanced to not be a walking mess (although SE needs to make sure the pet AI can respond super fast, ghosting damage and being ignored by your pet like summoner does sometimes can be frustrating). Now you could scrape out the DF part of both puppetmaster and beastmaster but then I think you should also take out their name, else (I think) you damage their nostalgia as you put them at the 'special table' at the wedding ceremony lol. So I could still see the above two jobs (PUP/BSM) being fun as limited but then not call them those either, they're basically then just really weird DoL and weird DoH. I think using their nostalgic name should only be considered if they're not going to be 'main-able'.

    Tl;dr (ish lol):

    I could potentially see enjoying Blue Mage as exclusively limited even if always a bit bitter sweet and always wanting DF; although, I have some major issues with it at the moment and maybe that's just how it'll always be for me (I'm not trying to speak for everyone, I know some liked it). As of now I only use it to get free teleport tickets, when I feel like it (so not that often).

    Also I would like blue mage more if it was an advanced job. I could also see enjoying limited jobs more / being okay and maybe excited if when they were added they weren't connected to nostalgia that has a specific imagery (jobs are jobs to be used in combat, it's hard to emotionally disconnect that especially when you don't want to "I wanted to main BLU"). Like SMN of 2.0 was actually a good job mechanically, but it really missed the nostalgia mark for me (like I enjoyed playing it but I greatly disliked looking at it, feeling "what happened guys...?" lol)- if it was called something else I'd have been like "this is perfect" but I never felt that because it didn't give me any of those feelings I had loved due to imagery conflict, though to SE's credit SMN is working hard to become that old nostalgia feeling (demi are great choices to add, every expansion is exciting to think what will be included, and I'm still greatly curious about the potential glamour system- the image is coming along quite well).
    (0)
    Last edited by Shougun; 09-17-2019 at 07:09 AM.

  9. #9
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
    Posts
    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Brightshadow View Post
    And for those that defend this limited design, please be honest with yourselves how often have you used BLU since it launched...
    That can be said for a lot of things in this game. It's pretty much the nature of a theme park MMORPG.
    Besides, enjoyment isn't only mesured by how often you did something. Not everything must have an infinite -or even long- lifespan.
    (1)

  10. #10
    Player
    SomeRandomHuman's Avatar
    Join Date
    Apr 2014
    Posts
    778
    Character
    Tabi Fox
    World
    Mateus
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mansion View Post
    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"
    Dunno how giving BLU acess to Deep Dungeon is me defending the current state of blu but ok
    (0)

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