I’m here to talk about the job’s design not its gameplay (Casting for days isn’t everyone’s cup of tea and that’s not what this is about) so quit your shivering. Also this isn’t to say other jobs don’t do some of these things well but BLM is where I’ve seen it all come together
TLDR: read the conclusions at the bottom
4 aspects that make up the job’s design are:
- Rotational buttons
- Resources
- Stat Priority/usage
- Major cooldowns
- Leveling experience
I’ll start with the one that attracted me to play the job Stat Priority. The reason it lured me in was because there was actually a choice. Spell speed/determination or Crit/Determination. Thats right there are two options, not just “speed to taste '' then dump everything into crit.
Why is this? How is such maddening amounts of free will allowed?Speaking of the oh-so-dreaded 2-min window, Major cooldowns:
- Cast times that are long enough to justify the speed increases to squeeze more spells a Fire window or decrease the time spent in Ice (though at high enough levels this becomes making more use out of the excess ice time without clipping too deep into potential fire time while still following your ABC’s)
- No damage based oGCDs that make high speed feel punishing because it shrinks the window you can weave them in.
- A few extremely high potency spells that do benefit from going off as a crit during the 2-min buff window.
- How many of those high potency spells can be cast in a buff window are limited by resources instead of being able to fill that window so you still gain the benefits of spell speed and being able to squeeze more of your rotation into those windows (i.e. most of the damage you do in a buff window is still your core rotation instead of big potency cooldowns or woven oGCDs)
Segway by reference to recovering rotations
- None of BLMs major cooldowns are straight “%damage” increases. They are all “Cast more spells, do more things”. Ley lines is cast things faster, triplecast is blm mage go brrrr.
- The cooldowns aren’t spell-specified so you can change up what you use them on. If triple cast only affected fire 4 it would be a lot worse of a button. I’m not saying triple casting 3 blizzard 1s is the best option but just that there are options so that makes it a more interesting spell design wise
- Ideally good players don’t screw up or flub their rotation’s but you can use things like swiftcast and/or sharpcast to get yourself back on rotation if you fall off. Transpose is the same way if you miss timed a fire phase to a boss invulnerability phase. Lucid dream and manafont can either give you more spells in fire phase or help you recover if you hit low mana before swapping to ice and can’t even get a blizzard 1 off. People may say that BLM is hard but it also has a bunch of tools you can use to either do more dps or recover from a screw up. Not just one or the other that makes it far more accessible than is often advertised by the community.
Rotational buttons:Resources:
- Every button in the rotation is different beyond just “damage again but more”. This is mostly a slight at melee 1-2-3 rotations and ties into the Resource section later.
- In single target Fire 1,3,4 all serve a different purpose in the rotation. Fire 1 maintains the Astral Fire buff, Fire 3 gives you max Astal Fire but is slow and expensive, Fire 4 does the most damage cost the same as Fire 1 but doesn’t maintain or give Astral Fire, the thing that allows you to cast it. Each button has a purpose in the rotation.
- There is a build up and reward in every loop of the rotation. Managing fire well means more damage before going into ice and managing ice means more time in fire. And every successful loop is rewarded with polyglot
- The aoe rotation is more than just 2 buttons but this time with cleave. Still maintains the fire and ice phase rotations.
Leveling experience:
- Mana, Astral Fire and Ice, Umbral hearts, Polyglots
- Mana is the resource you have to manage because it determines how long you can or have to be in fire or ice phases of your rotation so after any button press your next move is determined by mana remaining whether that's to swap phases or continue in your current one. This is the resource that keeps the player engaged because they have to know where it’s at and what it's doing during the whole fight. It’s the heart of what makes black mage design so good. The dev actually looked at the 2 core resources of the basic RPG Health and Mana and said “let's make the player pay attention to one of these” and in a way that wasn’t just “make sure this doesn’t hit zero”.
- I list Astral fire and Ice in resources because they are the thing you use to manage mana and the other resources though honestly they are really more like maintenance buffs because you don’t want to drop them.
- Umbral hearts give you a reason to cast more than 1 spell in Ice and reward you with more time in fire. It really makes up for the decreased time required to be in the ice phase from the high mana regen of astral ice 3. But it does that in a way that’s more than just “you spend less time here so have a higher potency in ice” and instead lets you spend more time in fire, requiring you to then maintain the fire buff because it would otherwise time out. It's a resource that smooths out what would otherwise be a counter intuitive drop in QoL as you progress to higher levels.
- polyglots are a reward for maintaining your rotation. Lets you cast your big boom spell during the 2-min buff window but is earnable at a rate and in a way that you can flub the rotation and still recover intime to still have it ready for the buff window. You can also use transpose to cheese some polygots between trash pulls or still earn it in boss down time. So knowing those tricks are rewarded.
- You get the basic rotation and resources right at the start. Fire, Ice, mana.
- Leveling up adds things into the rotation instead of tacking them onto the end of the rotation to extend it. Fire 4 replaces some fire 1 cast but umbral ice still gives you a reason to cast fire 1 (see above). And they all feed into the same cycle of fire to ice back to fire rinse repeat.
- No, I didn't mention the Thunders mostly because I don’t really see a reason for them, they just feel tacked on the side, but I am absolutely against the removal of a DoT just because. I’m slightly confused as to why thundercloud doesn’t proc firestarter instead but whatever its not broken don’t touch it.
In conclusion ways to improve jobs:
- A reason to like stats other than crit/det/direct hit starting with decoupling crit chance from crit damage. Those don’t need to be the same stat that's just asking for a positive feedback loop making that a be all end all stat. Obviously this is more of a problem if every job likes the same stats because it's usually an indicator that they prioritize the same damage profiles. Its not that no job should like crit or jobs should only like speed but that what stat a job likes should reflect how it can be played. Jobs that focus on big hits should care about crits(even if to avoid crit variance problems you grant autocrits on the biggest hits but have the damage scale off crit rating) jobs that pump out attacks without weaving should probably like speed, and maybe the weavers should prefer det for higher consistent damage.
- Make rotations that reward you in that rotation, not just generating resources at a slow enough rate that the big pay off ability is only available every 2 mins (looking at you DNC Feathers and RDM Manas). Honestly double the white and black mana generation for RDM and see what happens. I’m sure it would be such a shame if RDMs could use their sword phase more often than every 2-mins but still be able to get the resources again by the next 2-min mark like their own 1-min mini buff phase.
- Have major cooldowns that are tied to the mechanics of how they deal damage, not just a % increase. For BLM that's more spells in less time, but for jobs that weave a lot in a window you could do things like start a timer and for every hit you land before it ends increase the damage of a big hit at the end to reward weaving more attacks in. possibilities are endless just be more creative.
- Give jobs their resources and rotation structure sooner in the leveling experience. Now granted, this is mostly a problem for melee since TP was removed so now all of them operate almost entirely on cooldowns before they get their job gauge. As an example even if it's a simplified lower fantasy version of what they do later, having dragoon build a bar and do big spear things before level 50 and having the eyes be an upgrade to that would improve the experience below 50.