Ya, the inconsistencies never bothered me. I don't know anyone who was really complaining about it. The auto crit basically does the same damage it did before on a normal hit so critting at all really has no joy to it.
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Honestly, the inconsistencies make up for part of the fun. I've been playing a bit of Ninja in DSR and we've been trying to push Hyosho Crit/Directs as far as possible. It's FUN to see that thing hit like a wet noodle one one pull and cause so much damage the group needs to hold DPS on the other. The damage you do noticeably makes a difference, rather than just being a baseline value. It's amazing. All the while not making the difference between killing a boss or not.
Removing Kaiten and poolnoodle damage has taken that fun from Samurai.
I've never understood the Cir-Variance argument. I was told Damage-Variance in general never stood in the way of clearing ALL content.
Guaranteed Crits? might as well mean " I am not landing Crit's at all ".
Cause that is what it feels like, kicking the fun out of it.
Players wanting to have less Variance, sure? but honestly if it never was an issue to clear content? it sounds more like a nitpicking problem or an FFLogs/parsing problem. Not innately an FFXIV problem, cause we can clear content with the Damage Variances.
And it's also illogical cause we have jobs with Crit Variances other then Samurai. Not saying they need to suffer the same faith... ijs, it's not consistent to make an argument to support less DPS variance just for the Samurai changes... to fix 0 issues cause we can clear all content with or without DPS variance... when other Jobs still have DPS variances ontop of it.
I'm sure there are dozens of players who actually think their exact ranking matters and are tearing their hair out when crit variance makes them lose a spot. I'm less sure it makes any sense to design the game around these people.
You might think it's dumb, but if I had to balance out damage numbers on multiple jobs, plus have to update them and their entire rotation every blasted time the next expansion is coming, and it was going to come on a schedule with basically zero flexibility if something went wrong on the 11th hour of the night, I sure as hell would cut down on complexity. Not everything revolves around player feedback but if enough people are upset about it maybe they will revert something...
Kind of doubt they will.
OH NO! My MULTI-BILLION-DOLLAR COMPANY is having trouble balancing jobs? Better just simplify everything so that balancing is easier. That way we can put more man-hours into modelling garish outfits for our cash shop in our PAID SUB MMO.
I get wanting to play devil's advocate, but all you're doing is making the Devs sound greedy and lazy. Even if you're right, and that's exactly why they're baby-proofing the game's combat, almost everyone in this thread likely agrees that's a terrible reason to move in this direction. It's anti-fun for the players, no matter why they do it.
You don't design a game much less an MMO that way. If there's an issue with a coming expansion well you design the job around the changes for that expansion, not a good year and a half plus away from it.
There's simply no excuse for the scenario they left players in. I will say though that I'm fully in the "doubt the will change it" camp now and think they will double down and ruin DRG next as well as AST. At which point I'm done with the game.