Quote Originally Posted by mallleable View Post
It would be kind of cool if they incorporated the 'job system changes' into the story/lore like something happens that causes all soul crystals to evolve somehow.
In reality, what we got was the opposite effect. They started out baking job kits into their lore with job quests and external media, but as they started reworking old jobs without a care in the world to try and preserve basic elements to their design, they stopped doing those things. But you still see those contradictions all over earlier content. Like how Arcanist is talking about an entirely different class to what you're playing, or how Astrologian references Nocturnal Sect.

Quote Originally Posted by ForsakenRoe View Post
This is pretty much 1:1 how I'd solve BLU's dilemma of people wanting to main it as a 'real job', while also preserving what makes BLU, BLU (the learning). Have a baseline kit of actions, and then make the learnable spells be alternative VFX that you can use, with their bonus effects being activated within Carnivale, or while Unsync. I went through the whole list of learnable actions for the Job ages ago, to try and categorize them into one of 24 categories, and found that like half of the spells fit into one of just FIVE categories: ST attack, circle around enemy attack, circle around player attack, cone AOE attack, line AOE attack. Being able to choose not only our Glamour, but our VFX theme to match it (eg a Fire themed BLU that uses lots of oranges/reds in their Glam, or a Tech BLU that uses Drill Cannons, Kaltstrahl, Perpetual Ray etc, with the new S9/Vanguard style gear), would provide players even more options for creativity
You have to get through battle no. 1 which is convincing them to care enough about blue mage in the first place to add a 'limited blue mage' standard job with a static kit that's balanced around standard gameplay.