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  1. #1
    Player
    Kokpit's Avatar
    Join Date
    Oct 2016
    Posts
    9
    Character
    Kokpit Tsurugi
    World
    Tonberry
    Main Class
    Bard Lv 80
    in my opinion , SE need to rework bluemage first for future update
    for example is " Limit Break " , SE need to rework bluemage so this class can use LB depend with ur mimicry , like if u using tank mimicry then your LB is LB tank
    i know for tank LB maybe it can be cheese with Diamondback like A12s transition.
    i'm saying they need to rework LB if they are planning bluemage can do Stormblood ultimate ( UCOB and UWU ) in next expansion
    i was imagining if they really make it happen then how bluemage can do in ultima ( UWU ) transition , the part where u need to use caster LB , healer LB , and tank LB ?

    and yeah its gonna be fun if bluemage can do ultimate
    (0)

  2. #2
    Player
    Mariel_Crystallie's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    136
    Character
    Mariel Crystallie
    World
    Tonberry
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by Kokpit View Post
    in my opinion , SE need to rework bluemage first for future update
    for example is " Limit Break " , SE need to rework bluemage so this class can use LB depend with ur mimicry , like if u using tank mimicry then your LB is LB tank
    i know for tank LB maybe it can be cheese with Diamondback like A12s transition.
    i'm saying they need to rework LB if they are planning bluemage can do Stormblood ultimate ( UCOB and UWU ) in next expansion
    i was imagining if they really make it happen then how bluemage can do in ultima ( UWU ) transition , the part where u need to use caster LB , healer LB , and tank LB ?

    and yeah its gonna be fun if bluemage can do ultimate
    that's gonna be interesting... I wonder what mount will we get from that.... golden bahamut mount, Ultima Weapon Mount and Perfect Alex Mount!?
    (0)

  3. #3
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kokpit View Post
    in my opinion , SE need to rework bluemage first for future update
    for example is " Limit Break " , SE need to rework bluemage so this class can use LB depend with ur mimicry , like if u using tank mimicry then your LB is LB tank
    i know for tank LB maybe it can be cheese with Diamondback like A12s transition.
    i'm saying they need to rework LB if they are planning bluemage can do Stormblood ultimate ( UCOB and UWU ) in next expansion
    i was imagining if they really make it happen then how bluemage can do in ultima ( UWU ) transition , the part where u need to use caster LB , healer LB , and tank LB ?

    and yeah its gonna be fun if bluemage can do ultimate
    I'd prefer it if Limit Breaks were a set of spells from 61-70 content.
    Especially as they can't just keep adding 20 more spells each level jump, as they'll mostly be identical with a few unique statuses.

    For example, a spell that acts as a Tank LB, Healer LB, Melee, Physical Ranged and Magical Ranged. The next five Primal spells I suppose.
    Only one of each can be selected at any one time and can only be used under the effect of Mimicry.
    Using the spell depletes the party's Limit Gauge.

    It could be the same spell for any level LB, but with a multiplier.

    Say:

    Melee Limit Break [whatever Primal skill it happens to be]
    Deals 600 potency physical damage to target. Only available with a complete limit gauge bar and consumes all limit gauge when used. Cast Time: 3s. Recast: 1s.
    Additional Effect: Increases potency by 500 when 2 limit bars are depleted.
    Additional Effect: Increases potency by 400 when 3 limit bars are depleted.
    (1)
    Last edited by Seraphor; 06-12-2020 at 06:08 PM.

  4. #4
    Player
    Mariel_Crystallie's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    136
    Character
    Mariel Crystallie
    World
    Tonberry
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by Seraphor View Post
    I'd prefer it if Limit Breaks were a set of spells from 61-70 content.
    Especially as they can't just keep adding 20 more spells each level jump, as they'll mostly be identical with a few unique statuses.

    For example, a spell that acts as a Tank LB, Healer LB, Melee, Physical Ranged and Magical Ranged. The next five Primal spells I suppose.
    Only one of each can be selected at any one time and can only be used under the effect of Mimicry.
    Using the spell depletes the party's Limit Gauge.

    It could be the same spell for any level LB, but with a multiplier.

    Say:

    Melee Limit Break [whatever Primal skill it happens to be]
    Deals 600 potency physical damage to target. Only available with a complete limit gauge bar and consumes all limit gauge when used. Cast Time: 3s. Recast: 1s.
    Additional Effect: Increases potency by 500 when 2 limit bars are depleted.
    Additional Effect: Increases potency by 400 when 3 limit bars are depleted.
    but if they gonna add 8 man ultimate BLU they need standard LB for UWU last phase transition tho....
    (0)
    Mariel Crystallie & Amariel Crystallie & Mariel Celestine

  5. #5
    Player
    Kokpit's Avatar
    Join Date
    Oct 2016
    Posts
    9
    Character
    Kokpit Tsurugi
    World
    Tonberry
    Main Class
    Bard Lv 80
    Quote Originally Posted by Seraphor View Post
    I'd prefer it if Limit Breaks were a set of spells from 61-70 content.
    Especially as they can't just keep adding 20 more spells each level jump, as they'll mostly be identical with a few unique statuses.

    For example, a spell that acts as a Tank LB, Healer LB, Melee, Physical Ranged and Magical Ranged. The next five Primal spells I suppose.
    Only one of each can be selected at any one time and can only be used under the effect of Mimicry.
    Using the spell depletes the party's Limit Gauge.

    It could be the same spell for any level LB, but with a multiplier.

    Say:

    Melee Limit Break [whatever Primal skill it happens to be]
    Deals 600 potency physical damage to target. Only available with a complete limit gauge bar and consumes all limit gauge when used. Cast Time: 3s. Recast: 1s.
    Additional Effect: Increases potency by 500 when 2 limit bars are depleted.
    Additional Effect: Increases potency by 400 when 3 limit bars are depleted.
    this one also can , as long as the potency, cast time , and how it work is the same should be fine.
    because i just realised , the problem from my opinion is , how is it gonna work for DPS role , because you know . DPS have 3 different kind of LB , melee,range, and caster
    if it's only copying from mimicry i dont know how it will work, unless they make 3 different LB buttons
    (0)

  6. #6
    Player
    Leidolf's Avatar
    Join Date
    Mar 2020
    Location
    Ul'dah
    Posts
    104
    Character
    Leidolf Kvasir
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Personally, I'd say just make them do Omega and get the Optimized versions of the LBs Omega-M and Omega-F keep slapping you in the face with. You can have one equipped in a 25th slot and that acts as your LB, eating up the gauge when it reaches three full stacks.
    (0)
    Like to play Dungeons & Dragons? Learn to make your favorite FFXIV Job in 5e by visiting the Fun Characters Builds 5e blog.

  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
    I understand their concern regarding the DF situation was having player queueing in dungeons while not having enough skills, making it a pain for the team. I'm no whizz kid of the technology there, but if they can block jobs quests behind "unlock these abilities", couldn't they block BLU queueing in the DF unless they have X number of spells? Also, there are simply too much spells which barely have a reason to exist compared to others. They should implement a system where spells just upgrade with levels. On the bare bones kit, you only need 6 magic spells of 6 elements, one physical, one for weaving, a bit of CC and the few skills that make it have a proper rotation (Libra, Off guard etc.) Perhaps having sets just for BLU roles with say 24 spells for Tanking, 24 spells for healing etc.

    The whole balancing argument seems off to me because low level dungeons are already speedrun by normal jobs due to how gear and potencies scale (hello Dancer in anything pre level 50). A few Missiles would not change so much.

    But in any case, I'd prefer a wateed down general casting job with Blue flavour rather than this limited job. It dies 3 weeks after its patch release, it lacks originality, does not have any interesting rewards for its solo content...
    (1)

  8. #8
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    The blue mage spells problem is sort of a challenge from the perspective of a game developer. Ideally, we want Spell A and Spell B at point X to be "choices", but given the nuances in how the game works in combat if Spell A does even a small bit more damage than spell B, spell A will be used exclusively over spell B. Then imagine having this situation happening with 50 or more unique abilities they can pick up: The QA team would be spending more time testing Blue Mage for balance purposes than the entirety of the non-blue mage classes.

    So the path to making Blue Mage legitimate would mean axing a ton of spells from the list to get it down to a core few, and then at that point we're no longer really blue mages.
    (2)

  9. #9
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Colt47 View Post
    The blue mage spells problem is sort of a challenge from the perspective of a game developer. Ideally, we want Spell A and Spell B at point X to be "choices", but given the nuances in how the game works in combat if Spell A does even a small bit more damage than spell B, spell A will be used exclusively over spell B. Then imagine having this situation happening with 50 or more unique abilities they can pick up: The QA team would be spending more time testing Blue Mage for balance purposes than the entirety of the non-blue mage classes.

    So the path to making Blue Mage legitimate would mean axing a ton of spells from the list to get it down to a core few, and then at that point we're no longer really blue mages.
    This would be correct if not for the fact there already is a core blu rotation for damage dealing, as over half the spells blu can learn are straight up copies of each other, or inferior versions of each other. The 220 potency aoe meme exists for a reason

    Edit: For the unitiated.

    16 220 potency skills, with the only standouts being Rams Voice for freeze, Electrogenesis for range, and sharpened knife for weaving. No axing required, you could take any of these and be doing the same amount of damage.
    17 <220 potency skills, mostly situational/useless. Standouts are Bad Breath for the damage down, Sonic Boom as a ranged weaving tool, and honourable mention to Black/White knights tour however it only half works because most dungeon mobs are immune to bind so it only reaches half its potential, and it doesnt work on bosses. Honourable mention as well to perpetual ray for stun locking in full blu parties in certain scenarios, scenarios which cannot occur if blu was a full job. No axing required, however most of these skills are already not used due to being too situational or downright bad.
    5 damage buff skills. These would come under mandatory in a full job scenario. Pec Light/Off Guard, bristle and moon flute would all be mandatory, whistle would be more dubious due to if they would allow final sting. Again no Axing required
    3 kill yourself moves. Doubt these would be allowed if blu was a full job, remvoing them doesnt remove identity however imo.
    9 Pure utility moves. All of these are already never taken over damage or more useful skills, so could already reasonably be considered axed outside of memeing around/ carnival (these are moves like snort/ loom/ sticky toungue ect)
    Primal Skills: One of each cooldown length is already mandatory. Would involve no axing as you could take shock strike or mountain buster and be doing the same damage.
    Magic Hammer/Devour/ Song of Torment. Again already considered mandatory, no axing required
    10 Defensive Utility: The most controversial set of abilities. Stuff like white wind or exuviate would see situational use in the raiding scene and have that "clutch" factor that could save a dungeon run. Mighty Guard and Diamondback however would only ever see limited use as a way to try and solo tank some fights, however as most fights can already be solo healed, yet is attempted by very few people I wouldn't see this as too much trouble. These are the ones I could reasonably see getting Axed or limited in group play but I still do not think that axing some of these would lose BLU's identity.
    5 % skills. These would again need axed or heavily adjusted to work in party play. Some say these skills are a part of BLU's identity, in that case adjusting could be in order for them. They already do not work on raid bosses themselves, only adds, so if adds gained immunity, and if the success rate of level 5 death was toned down so it doesn't demolish an entire add pack if you're a little lucky then they honestly wouldnt be too powerful, (level 5 being 25% chance per mob on a 5+ min cd wouldn't be too powerful given how pulls are gated, launcher already can't be spammed due to mp cost and the other % moves are single target)
    and Finally Condensed Libra and Aetheric Mimicry as "blu only" skills. These skills only work within the context of BLU only parties so would either be useless or just straight up axed in group play (mimicry giving you permanant devilment is not adding to blu's identity)

    In summary, the majority of BLU's skills would not get the axe in a full blu setting due to how similar/useless they are. The few that would be axed I would argue do not add to blu's identity in such a way that we wouldn't be blue mages without them, and the ones that would be adjusted to remain would also be still in line with being a blue mage.

    This is all not even mentioning that the entire concept of being a "Legitimate Blue Mage" is an abitrary construct to begin with, and as various other final fantasy games have shown can be as limited as learning less than 15 skills, or games where they do not learn any "problem skills" only having damage and support.

    Edit 2: My counting might be wrong but the point still stands
    (3)
    Last edited by ReiMakoto; 06-10-2020 at 11:07 PM.
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  10. #10
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by ReiMakoto View Post
    This would be correct if not for the fact there already is a core blu rotation for damage dealing, as over half the spells blu can learn are straight up copies of each other, or inferior versions of each other. The 220 potency aoe meme exists for a reason
    Which incidentally is a result of gutting elemental resistances and sequestering them to to specific pieces of content, (one of which BLU cannot access and works differently anyway)
    (1)

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