Originally Posted by
Lyth
That's why job skill ceilings are so important. There will always be players who just want to see all the content and clear, and that's fine. It's the same reason why you have some characters with auto-aiming turrets in team-based FPS games. Yet you'll also have the odd person who wants to dedicate a lot of time to getting better, so that's why there are also high mechanical skillcap characters which take thousands of hours of practice to get good with. That variety is what we need to see in job design. You'll actually find that there are plenty of players who are willing to be bad at a hard job, just as long as they can keep practicing to reach that pinnacle of skill. It's also great from a streaming perspective, because when you have something that is widely recognized by the community as being uniquely difficult, players flock to see how the job can be played at the high end, and become inspired to do better.
I think it's a mistake to simplify every job just to make them all accessible. We have plenty of tanks. PLD can continue to be a solid, reliable tank that requires good game sense but minimal mechanical skill to play well. That's perfectly fine. I also want to see higher effort, higher skillcap alternatives that we can choose from that are appropriately rewarded. But at the moment it looks like you have to play melee dps to get that.