I got a chance to sit down and play it again on my alt... I felt how I expected to feel about it.
For me, there's three things that make a good class;
- Clear feedback. It should be obvious when you're playing the class well, and obvious when you're playing it poorly. ChidoriYumitori explained this perfectly in the above post. When mastered, black mage felt totally different than when you first picked it up. It wasn't really an awkward class-- you were just an awkward player. Other classes just didn't "tell" you that like black mage did.
- Synergy between class systems and skills/abilities. Without enochian, a lot of black mage's abilities have lost their utility. When half your class is a system and the other half is abilities & skills that interact with that system, you can't just take out one half. Doing so removes both halves. This isn't a redesign, as much as an undesign.
- Meaningful interactions with encounter design. Leylines, retrace/btl, aetherial manipulation, manaward, and triplecast all impact how you engage with an encounter. But a lot of these have been made less impactful or less necessary to Black Mage's success. Classes & encounters are siloing away from each other, increasingly becoming two mini-games that you play at the same time.
I'm not someone that believes black mage can't ever be changed, but I miss when my skills and abilities were more consequential. In other words, It feels like I have lost toys/tools that were fun to use.
The response appears to be "well, now you don't NEED to use them," but what good is a game that doesn't need me to play it? Black Mage was a power fantasy unlike any other, and it's sad to see it go.
