Originally Posted by
Payotz
The design philosophy of making the gap between the skill floor and the skill ceiling barely visible so people won't feel bad when they're not good is not good.
What they're actively doing with this job design, with every role, is to effectively make it so that a new player can pick up a job, and feel like they're making optimal use of the job after barely any time investment.
("OH LITTLE TIMMY YES YOU NOW ARE A MASTER AT THIS JOB WITHIN TEN MINUTES OF HITTING THE STRIKING DUMMY!")
THAT IS A BORING WAY TO DESIGN JOBS. FUN SHOULD BE MORE OF A FACTOR IN THE DESIGN PROCESS RATHER THAN GUTTING DOWN JOBS TO GIVE PEOPLE A FAKE FEELING OF ACCOMPLISHMENT THAT THEY DONT EVEN CARE FOR IN THE FIRST PLACE!
Adding more complexity on top of the base jobs, the base rotations, is not gonna matter for people who don't care about them. Just like how people still spam Cure 1, when Lily GCDs and Cure 2 exist.
It's not gonna lower the skill floor, cause you can still function in content designed for casuals. More dps buttons ain't gonna mean there needs to be dps checks in Casual Content. Casual content will be as clearable with a healer who 1111111 2 1111111 or actually utilizes all their dps buttons. It doesn't matter if the skill ceiling gap is wide, because the skill floor is still low. The jobs are still accessible.
Where it does matter is in Savage and Ultimate, and frankly those are the people who WANT to be better, who wants to feel like they're improving.
Who wants to feel like they're progressively inching towards a high skill ceiling.
Who WANTS a skill ceiling.
And frankly, that's what's missing from the job design ever since 5.0 .
Bring back the skill ceiling. Make being better at X job FEEL BETTER . Stop trying to forcibly remove the skill ceiling to cater to people who are perfectly content to stay at the skill floor.
People aren't asking to raise the skill floor. People are asking to raise the skill ceiling instead.