Quote:
As for prescribed job difficulties (i.e ‘easy’ and ‘hard’ jobs), I feel like this is a bit of a redundant concept. Players will always naturally gravitate towards a playstyle that they prefer personally, so trying to prescribe difficulties can just make the choice of jobs feel more rigid and restricted.
I wholly agree that trying to
Personally, I prefer for job design to just keep giving player little tricks and techs they can play with wherever they can be found and would seem likely enjoyable. If it's so ridiculously finnicky that only <10 ms ping players with a perfect sense of timing could max it out, that might not be worth adding, but so long as there's a group that'd enjoy it larger than the difference to performance it'd make... cool; bring it on.
(It's worth noting here that the rewards for complexity inherently decrease as total/cumulative complexity increases. For example, mastering "Transpose lines" is quite literally harder than "keep your GCD rolling" but contributes only ~1% of the latter's contribution, in part because keeping that GCD rolling is the bottleneck for any uptime embonused by mastering Transpose lines. Similarly, knowing whether to start a fight with a double-Solar Blitz with this given party in this particular fight is going to make only a tiny difference compared to deliberate RoF alignments, which in turn are pretty inconsequential compared to even just hitting your CDs on CD, because each new means of reward can essentially only affect the benefits of its prior/more fundamental optimizations. Etc., etc.)
That said, you can have very real difference in difficulty as, on average, perceived across a large, randomized sample size of players. If it takes only a couple considerations to hit 80% of maximum throughput on one job, while such would net only 50% on another or need a few more and more complicated of considerations to reach that 80% performance... then, yeah, on average most players will find the second job more difficult. And if they then perform the same, there's an imbalance.
Easiest way to not have to face that to any significant extent: Just don't arbitrarily cap their skill ceilings or specifically aim to make a particular job "easy". At that point there's enough complexity, then, that subjective assessments of difficulty won't cluster significantly enough to say which job is easier/harder and, more importantly, they'll tend to perform more closely across varying skill levels, instead of one at best build OP for some and UP for others based on some threshold of effort/engagement.
Quote:
I don’t think it’s accurate to say, for example, ‘Astrologian is the buff healer so that immediately precludes Scholar from all future buff or support skills’, ‘Sage is the dps healer so White Mages aren’t allowed to dps’. That wouldn’t make any sense either lol.
I agree, though the apt analogy would probably be more like "AST is the buff healer, so only they should have