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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,858
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by van_arn View Post
    Why though? Limited jobs are amazing at providing a different experience than what you’d get with the reskinned blue/green/red jobs we have now.
    If the difference of having more than 60/90/120 second timers to hit occasionally outside of filling with damn near a single skill for the rest of the time in optimal play were actually entertaining, I might agree with you. But it's not, or certainly not nearly as entertaining as BLU could be with no cost to its unique acquisition systems.

    Let me be clear: sometimes excessive grind aside, I love BLU's unique skill acquisition system. But none of that necessitates, nor excuses, a basic and dull playflow. You can build a fancy cake and still have it taste like a good cake. You don't need to deprive players of a fun or deep playflow just to make room for acquisition systems. The latter has absolutely no impact on the prior provided people intend to play BLU as a BLU (something that will take additional time to progress on, largely in compensation for its hyper-versatility). If they don't want to play BLU as BLU (and I don't mean just-another-caster-with-a-uniquely-shallow-playflow), they should not be the target audience of a BLU design.
    (2)

  2. #2
    Player
    van_arn's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    1,960
    Character
    Van Arn
    World
    Goblin
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Shurrikhan View Post
    If the difference of having more than 60/90/120 second timers to hit occasionally outside of filling with damn near a single skill for the rest of the time in optimal play were actually entertaining, I might agree with you. But it's not, or certainly not nearly as entertaining as BLU could be with no cost to its unique acquisition systems.

    Let me be clear: sometimes excessive grind aside, I love BLU's unique skill acquisition system. But none of that necessitates, nor excuses, a basic and dull playflow. You can build a fancy cake and still have it taste like a good cake. You don't need to deprive players of a fun or deep playflow just to make room for acquisition systems. The latter has absolutely no impact on the prior provided people intend to play BLU as a BLU (something that will take additional time to progress on, largely in compensation for its hyper-versatility). If they don't want to play BLU as BLU (and I don't mean just-another-caster-with-a-uniquely-shallow-playflow), they should not be the target audience of a BLU design.
    There's plenty of things I'd like to change about the way blu skills work together when activated, but most discussion around that topic just try to shoebox them into the same old system everything else uses. As things stand, BLU excels at doing dumb things in dumb ways, and that's fantastic-- Basic Instinct especially takes that to the next level. I'd love for them to start locking out abilities based on elemental rather than cooldown, or perhaps set the player's element based on their active spells.

    Sure you could just unsync spam things, but you could also get a little more creative and do things just because.
    (2)
    Last edited by van_arn; 06-29-2021 at 04:03 PM.