Originally Posted by
Satarn
The issue is that a lot of people don't actually play jobs right and thus don't understand how they work - I don't mean they don't fully optimize, but straight up fail to utilize job mechanics. For people like this anything will "feel" good, as long as it looks good.
It seems to be SE's go-to strategy for "fixing" jobs tbh, just slap a bunch of flashy effects and people will eat it up. It's easy to see with MCH - they tried to make it more appealing in SB so they added acrobatics to every gcd while actually breaking the gameplay. With SHB again they doubled down on the flash with tools and a mecha and look at how many people suddnely wanna switch to MCH - all the while experienced MCH players already theorycraft it to not just suffer from same gameplay issues as before, but suffer from them even harder.
Part of the problem is that a lot of people giving feedback pointed out what they don't like, while failing to realize why it's an issue and not explaining it properly. Look at how many people rejoiced at the removal of DA without even thinking what it really means. SE has a tendency to remove mechanics rather than fix them, but a chunk of community really encourages that.
I've seen a lot of people asking for DA to be replaced with some burst buff like FoF or IR or complain about how DRK has to "work so much more than other tanks for the same results", so it's not so surprising they dumbed it down and made the job play more like WAR. I really wish people were more thoughtful with their feedback honestly.
Although I more wish devs used their "professional experience" to, well, know better.