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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,028
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I think you're missing the point. The point was that the job has too much mobility and a disproportionate part of its kit focuses on instant casts (despair, 3 xenoglossy, procs, paradox etc which mostly leaves F4 and B4) which runs contrary to its original identity, and that this is specifically caused by the shift in encounter design which is only and fully about DDR those days, else good luck playing modern encounters with HW BLM. It's essentially a problem of players that do love the modern encounter and battle system design and want their casters to fit into that mold with a lot of uptime and mobility focused tools to juggle with, and other players that don't care about this and want an older model of casting.

    If I understood properly that is. I could be biased. Ngl I enjoyed BLM a lot more before as well because of the tactical long casts, and not because it now plays as a dancing dervish with cast times tacked on it.
    (6)
    Last edited by Valence; 11-02-2024 at 06:27 PM.

  2. #2
    Player
    GartredZW's Avatar
    Join Date
    Jan 2024
    Posts
    259
    Character
    Gartred Runecaster
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Valence View Post
    - snip -
    I can kind of get that complaint if you've been playing for a while. For me, I think in Endwalker it still felt like the immobile caster simply because these movement tools you have are so limited, and you need to really think about where to use them. The only movement in the main rotation was Ice paradox, and that little bit after your Fire III or Blizzard III casts. That helped Triplecast, Swiftcast, and Xenoglossy feel like they're usable only in dire need, instead of just having a lot of movement in the normal rotation.
    It still felt like the whole identity was about not moving to do most spells, and maximizing movement when you need to.
    Like I said, the entire point of caster gameplay is to mitigate downtime by managing your movement. Just like Melee gameplay is centered around keeping close to the boss and hitting positionals. In Endwalker, there was a noticeable lack of mandatory disconnects, and people complained that it detracted from encounter design, so in Dawntrail there are a few more instances where melee need to step back. I'm really not a fan of that kind of thing so I don't play melee that much, but I love working around a castbar, and I always have since back in World of Warcraft. (where all cast bars are longer than the GCD, and there's no slidecasting)

    There's definitely been a shift in fight design over time, but until Dawntrail, it's always felt like they designed Black Mage as just barely having enough movement to deal with everything. Now it just feels like they're trying to make it arbitrarily easier.
    I just don't like the implication that the job needs to change to be even easier to fit fight design when it's already clear that it fits just fine as is. I'm also not a fan of people trying to definitively say that the job "Feels like absolute crap" to play because of the possibility of not having 100% uptime on everything without putting in the effort to make it work.
    (1)
    Last edited by GartredZW; 11-03-2024 at 02:18 AM.

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