A Thought On Blue Mage

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So, I'm probably really late to the party here but I figured I'd share anyway. First of all, I'm very new to the game still and don't even have Blue Mage unlocked yet. But learning more about the limitations placed on it has me very confused and I thought I'd just share my thoughts.

So first, it seems as though the consensus is that Blue Mage does not fit in well with parties, or something, being that you could que up randomly and end up in a dungeon with only three skills or so. Assuming a Blue Mage's role would be dps it's safe to say this would leave a huge gap in your party's damage potential and you'd all be royally fucked.

Now honestly I don't mind having to do preformed parties to do dungeons. It's not that big of an issue since friends would already have an idea of what to expect and would probably be doing it for fun or to help you in the first place. And even if you didn't have friends I get the feeling you could get a party to grind a few runs just by asking around. So long as you aren't completely barred from the content it's not the huge of a deal.

I did want to throw out an idea I had though that could balance this issue and get some feedback. Why not put some kind of prerequisite on each dungeon before a Blue Mage can enter it? This would take the form of some calculator that would spit out an average damage potential based on skills equipped or unlocked, depending on how Blue Mage works I suppose. Devs could more or less attach a number to the Blue Mage skills representing the dps of said skill to help calculate the average, or even just go off damage potency. So for a level fifteen dungeon you would need a pretty reasonable base average before being allowed to que up for it, where a level forty dungeon would require the Blue Mage to have unlocked some new skills/upgraded/leveled up, depending on how Blue Mage works. This would pretty much lock in Blue Mage as a magical dps, which I assume it's already considered such.

I figure a setup like this would balance the way Blue Mage ques so they wouldn't unintentionally become a burden to their party. As for the increased xp gain, dungeons level pretty damn fast. So it might be wise to cap the xp gained in dungeons to the same level as the other classes. I doubt most would miss it, from what I hear the xp gained from monsters is pretty great.

So that's my idea. I don't expect anything to come of it, but I figured why not put it out there. Who knows, maybe it's actually smart and might be implemented in some way, if not for dungeons then for story perhaps.

For a class boasting soloplay it seems a strange decision to bar them form the story. This is pretty much all I had to say. All feedback is welcome.

P.S. For level three limit break why not have an AoE Toad Drop? Think about it lol

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