This might seem like a good option, but we all know people will then complain about people not optimizing damage and slowing down runs because they aren't timing or quad weaving or whatever the latest greatest damage boosting trick is.
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Never let these people forget that it's the players who were endlessly whining about "muh job isn't viable in endgame" because of a ~10% DPS difference. That's why while everyone was complaining about the job changes to BLM, the number of people choosing to play it in raids skyrocketed because it just did more damage. All the changes like taking away cleric stance, tearing away tank identities, the steady removal of positionals, these are things people asked for and now that they stripped all the complexity away from the game they're wondering why it's so simple. It must be so tiresome to be a dev.
Yeah, we keep hearing about "combat changes" in 8.0 but still have zero inkling on what that actually entails. I literally cannot conceive of anything that will have universal praise after SB's mostly successful changes.
Stormblood canned the need to level other classes for skills, making a short list of skills for each role. I miss Blood for Blood, a lot, and rezzing on Paladin was useful, but no Black Mage was happy hey needed to get Quelling Strikes from leveling Archer to 27. Bonus stat choice upon level up was removed, since everyone funneled those stats into the best for the job, but that cut SMN/SCH players at the knees since it was based on the base class (Arcanist) so you had to put those entire 30 points in Mind or Intelligence to not nerf yourself unless you kept a stack of an expensive AF item to reset the bonus stats.
The main big change was adding the easily parsable job gauges. It was super beneficial to jobs like AST, no longer needing to read their status bar to see card information, but White Mage was mostly worse off for a good while with the first iteration of the lilies as an excuse to give them a gauge when nothing in their kit required any such information. It was always a loss to use a lily until the Blood Lily happened.
That said, the 8.0 changes can't be so radical that it doesn't work with older content.... Which is a problem now regarding how bad some kits feel in lower levels. So my theory is the combat and skill set of the mobile version is actually close to what we're going to get. A complete overhaul of kits so they don't feel like crap at lower capstones, and some severe cutting of button bloat. Finally applying the single button combo in PVP to PVE, and level 50 jobs looking more like they do at level 100. The battle design will continue the current trajectory of being where the complexity of gameplay is.
It's not going to go over well for anyone but controller players.