Dartagnann wrote:
BLU could easily work in the game mechanics. You get abilities/spells from enemies but can only have 15 active. And certain spells will augment others to give dps boosting rotations.
So there could be maybe 50 different abilities/spells to obtain for the completionists but depending on what combos you want you would select your best 15. It's not much different than how FFXI worked where you only had so many BLU magic points to pick spells from your list.
I'll be blunt, I hated that system.
From the balance perspective, sure, limit the amount the spells one could set, which in turn limits the traits BLU could get. Nevermind the fact so many BLU spells were just up and useless or outright inferior to other equivalents. As time went on, the amount of slots/points required to make the most out of the job didn't really match the game's growth, unsurprisingly shifting it more toward meleeing with CDC use and supplemental skills over using actual spells outside of CA or the niche burst scenario.
The typical counter-logic was that BLU would be too powerful if it had access to all of its spells all the time. I say no. You still have to factor MP costs, max MP, the rate one regenerates MP, cast time(s), recasts, and then finally the output of a given spell. Realistically, they would've been all around better than RDMs then, but that's not what I'd consider a position of high praise. Ultimately, FFXI was, and still is, a game where melee (and haste) is king once people figured things out. Or didn't and just CS Stun zerged.