Easy Jobs are healthy for the game.
Dancer and Summoner get played a lot because they're easy and fun. The only ones that hate that are those that play harder jobs and envy how those jobs can focus more on fun instead of 20+ buttons.
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Easy Jobs are healthy for the game.
Dancer and Summoner get played a lot because they're easy and fun. The only ones that hate that are those that play harder jobs and envy how those jobs can focus more on fun instead of 20+ buttons.
I do really enjoy DNC but it's too depend on party dps to perform better, therefore I become MCH instead...
Read:
"It's healthier for the game to pander to my demands that certain jobs have their gameplay truncated into being unexpressive and nearly foolproof so that I can compete with others for half their effort (and call them try-hards if they choose something with a higher skill ceiling despite its likely providing, at best, less contribution).
Balance be damned. Output ceilings of Rangers and Casters also be damned."
There's a difference between having an accessible floor (a good thing) and having a knee-high ceiling (not a good thing).
Leaving jobs with virtually no room to operate in between the two is also not a good thing -- neither for breadth of balance, nor for the attraction available to those jobs.
Fun would be a good reason to play a job. That they're easy? No. Offering the same value but more easily than other jobs is just an imbalance and reduces breadth of job choice as content demands tighten.
Nor do things need a low ceiling to still be both easy and fun at the level on wishes to play at (e.g., some 50% the maximum optimization effort for still 90% of the maximum value).
I would love to have more available to do on Dancer, Summoner, Machinist, and Bard (and to raise those Rangers' value ceilings accordingly). Whether I'll actually do all that can then be done will depend on how I'm feeling that day.
But there is no point in purposely keeping the job down just so one can say "I've done all that can possibly be done" (especially while there are other jobs staring you right in the face that are worth taking for more than just their +1% stat bonus or on the basis of being, to the average player, the highest value-per-effort-spent).
DNC is one of the better examples of those jobs that’s easy to learn & rather intuitive to get into, but have surprising layers of depth to work on.
One thing I've been thinking about lately is how low a cooldown might be placed on Closed Position before it starts getting very degen-y / spammy. To me, the current CD feels too long, but I imagine even as little as 15s might make the skill take up a little too disproportionate a portion of the job's available optimization efforts, let alone rDPS.
That said... I also would love to see our Dance Partner grant --via Standard/Technical Flourish-- a %Stats bonus (or, say, the target Role's unique stat -- Tenacity, Piety, or Direct Hit, if we caused excess DHit chance to increase DHit % bonus and made Tenacity and Piety worthwhile somehow) instead of simply %Damage, so that it could situationally be worth using on a tank* or healer.
*(Well, more than just on a DRK in the opener via precast-CP, to be swapped 15s into the fight.)
...Do also wish there was more optimization to do with movement available to Dancer. It feels like the only component we have of that at present is stacking our Curing Waltz on our partner or, together, on the party.
Count me as another who loves playing Dancer. In fact, I'd say that its the job I tend to play most - and it doesn't hurt that the Glams are awesome too. Its probably my favorite job.... although I do wish I could say that Bard was.
I mean, I started the game as an Archer and played the MSQ from start to the then-end as Archer/Bard. But Bard is, as others have already said in this thread, a difficult balancing act of a job and sadly, that means that it is usually easier to play Dancer instead.
It's probably the job i'll level cap the last because i think it looks stupid. You're just throwing donuts at stuff while making weird mating call movements.
It’s funny people keep bringing up blm as a hard job but once you get triple cast I find that job as easy as anything else. Especially once you learn it’s rotation that generally repeats.