Originally Posted by
ty_taurus
I enjoy Dancer’s gameplay. I like that the rotation involves adapting to a light amount of RNG elements. I like the burst. I like that, while playing as a Dancer, I still pay a lot of attention to my teammates and the boss to utilizing healing and mitigation.
But ultimately, why I play Dancer and not Sage, despite liking Sage’s style and aesthetic much more, is because as a Dancer, I feel like I’m playing the game. The entire point of MMO cooldown-based combat is picking the right tool for every moment—making choices between all your actions. Playing as a Sage, or any healer, I am robbed of that experience. Constantly, you are shoved into dead windows where nothing is happening, where I could go grab a glass of water while doing controller inputs, come back, and see nothing has changed, because the majority of the “choices” I make are all the same button: Dosis.
I have, in the past, used Sage in dungeons, and would aggressively try to slap barriers in each party member individually and hope that at least 3 break just so I could have another button to use on trash pulls, but it felt like pulling teeth to try and get an incredibly mediocre extra 3 button presses. I shouldn’t need to bend over backwards to experience what the combat system is supposed to elicit. It should be available by default.
At the end of the day, its not about how many buttons are damage, healing, utility, or attack buffs, it’s about 4 jobs under the same umbrella being denied to gameplay experience this combat system is made to create. And that is game design failure.