I feel dissapointed then, still need to mess around with it but.. just... why... Being someone that had really wanted to play Blue Mage inspired FFXIV job I feel like they made a job less interesting than in FFXI even (should note "less interesting to me"). Like at least there I had passives when equipping stuff and could create whole new traits, could dual wield or other wild stuff that gave me this cool feeling of combing spells together (FFXIV has it in the sense of "what should I buff" but seeing as FFXIV is more modern I'd expect a lot more than that). Personally I've no interest in playing the old school form your own party, fail a bunch for something that doesn't even matter vibe (BLU rewards are not current, and the glamour value is lesser than just doing it unsynced)- I'm not saying no one can enjoy that.. but just such high hopes for blue mage and it's turn near explicitly into a content concept that I'm like "no thanks". Seems like my blue of the job will be powered again by casting one pretty spell for a while and a dreadful sense of completionism and curiosity of what's at the end of the tunnel rather than getting exciting bits of kit or systems that I'd like to play around with. I'm still partial to my idea that blue mage could be treated like a diablo legendary affix / card builder outside of DF, and in DF could be a job with a tighter kit (as other jobs are).
Like I said before if they felt like shucks its just a pain to make for DF... at least I feel they could have gone wild, given us madness, but it looks like they're trying to balance stuff still. Now I've got PF where I've got to get on the train if I want to do content before I have the great old days feeling of shouting for hours to get something done... and when I do get it I'll have people telling me what to equip and be.
I guess all the reasons that we are given for blue mage being blue mage just frustrate me like:
"We don't want blue mages causing issues not having spells", then they go create "go do 8 man savage synced no echo content with stances that lock you into concepts and the 'fun' of everyone making each other go with certain kits so you can win". . .
Really feels these two statements are strongly against odds of each other. I put 'fun' like that because I know some people do like that macro level strategizing but I honestly don't and have never wanted to deal with that, me planning your job's abilities isn't my idea of fun and worse yet if it's you planning my job's abilities.
And this happens for basically all the statements provided on blue mage where it's like "but why, what you said and what you're doing they don't make sense". Like how we've 800 variations on how we could solve all the issues presented like DF missing skill issue (some hyperbole yes lol), or how to tie spells together better for at minimum a more bound together kit. The answer is clear, that they just didn't want to (and in that sense it's their game, they're the dev.. literally their right to make it how they want and some people will also like what they want), but I guess it gets a frustrating feeling because when they communicate reasons all you hear in your head in response to those reasons is "I don't believe you". Perhaps it wouldn't fly for PR but I'd honestly probably feel a bit better if they just said "we like it this way" and stop with any other reason lol.
I guess I just imagined blue mage being more, either being a more compelling kit in the sense that things flowed together naturally and excitingly (like a job would if created with a set list of spells in mind) OR a big list of spells that combo and interact in even more interesting ways than a basic card game. But rather here it seems I just find the best colors for the job, and make a less interesting job myself (less interesting because it wasn't tied together with glue like other jobs are with their gilded lightnings and combos or special proc interactions).
As it stands I'm still not wanting to see any job become limited, and I hope if they're considering it they no longer choose big name jobs. Like blue mage (that shipped sailed obviously), because I don't think they're making the content as interesting as they could have if they did it differently and I don't believe the excuses either. Like how SMN was originally only vaguely primal related (with what amounted to basically elemental sprites in primal costumes), but then they changed it and proved to themselves that they can make it bold and "FF summon-ery" with concepts like Demi (a very welcome and good change for the job imo). To be clear/remind this is coming from a person who thought and still supports the concept of advanced job (a job that has two components that blend together, one part DF-able and one part limited that does bonkers/weird and unique things).
I imagine part of the issue might be they're so tightly scheduled that they don't get a lot of time to craft/rebuttal ideas.. maybe that's part of the issue, and I mean their consistency and breadth of content in major patches is definitely laudable but still like SMN, like BLU, sometimes I think either they know they could have done it differently or they didn't have the time to do it differently and decided something is better than nothing. Like I'd rather have them polish and add current content (like chocobo content, hot and cold, breeding, paradise) than have blue mage as it stands at the moment, if they spent a lot of resources on this job then I'd have hoped they would have made personal instanced housing bubbles instead (which I imagine is extremely costly so not a fair comparison perhaps lol). There is always time, as more spells get added, as they perhaps listen to feedback, as new mechanics get added- Blue Mage may blossom later, but at least I'd say bumpy start is a huge understatement xD.
If someone sensed it, yeah.., there is a bit of an edge here because blue mage was something I had excitement, and quite a bit of enjoyment back in FFXI as I felt it kicked the game up a notch (fast paced job at the time) but rather here they went slower and lesser in comparison where of course I feel FFXIV being modern it should be the other way with modern trappings (my imo). Now it feels like housing changes where it's just "this could have been more...", instead of a new location every few years we could have conquered the world (like some other game's housing systems). These I think are going to be my salt patches, when they try to fix housing (which only due to other people's enjoyment that I don't suggest the system gets Dalamud), and Blue Mage new spells.
And hey I get that not everything is going to be something a person likes, I know not everyone enjoys crafting but also a number do, but I guess on something like a job I hope a bit more can be put into the job as it feels like it should 'deserve' more and deserves a vision that's more like the core of the game (our core game isn't PF savage content, shouting for hours to do old content- I like my modern DF mmorpg and I don't really care to go "back" anymore as I've taken my rose glasses off lol). Or at least less put into the name and make it clear like ultimate content, which has a right to exist for those who enjoy it. A content I've no intention to ever try, as it sounds opposite to what I want to do with my time, but I've seen some people really get into it. Just because I don't like it doesn't mean it shouldn't exist but.. my other points on going against the base narrative (/design philosophy of the game) and strong conflicting communication stands here. Don't call it beastmaster, don't call it blue mage- if you're going to make it like this partial mini game and especially when the design philosophy doesn't seem to be consistent or at least the communication isn't.. then don't put so much value into the name as I think it really sets expectations higher than one wants to deliver.
I think that's part of what really set people off with Eureka. Having to do old school content to get their relics or glamour, clearly a content designed against the base narrative- not that I'm saying it shouldn't exist. I imagine less people would have been annoyed if relics weren't in it and the glamour emotes and such cost less off the market because of higher drop rates. Of course there might be the argument of resource management "you spent so much resources on a content I don't like" but I think that's a more... eh.. topic since it's hard for us to really know what it cost unless we worked there (perhaps maybe too much was spent on something that's not in line with the base narrative, perhaps the value on investment even though it went against the narrative was extremely worth it- hard for us to know that). But for example now that it's been nerfed into the ground, and returning to that base narrative/design philosophy, I find the content more interesting and wouldn't mind if drop rates or level disparity punishments were further nerfed.