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"
