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Originally Posted by
cjbeagle
True, but again, they've already decided not to take that road.
They also already long since decided not to take the customization route.
Though leashed slightly for a bit due to player protest, that was the first change Yoshida wanted to make: He immediately removed the "Build your own job" concept that originally anchored the Armory System (and its initial separation of Proficiency Ranks on classes from the player's more general Character Level) in favor of standard jobs whose largest viable choices involved trading out one auxiliary, barely useful utility for another (say, Featherfoot for Keen Flurry).
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True, but by removing the subjectivity and the by-player variance from the comparison points, it'd go a long way towards mitigating such complaints.
But this wouldn't mitigate those complaints. No more greatly or uniquely, at any rate.
If one's job/build has a higher skill ceiling for which one can be rewarded, the aforementioned type of player complain of having things expected of them that they don't want to bother with.
If another's job/build has a higher ceiling and therefore outperforms, the aforementioned type of player will complain about either (A) imbalance or (B) that they are expected to switch to a job that would expect of them things they don't want to bother with.
If one's job/build has a higher skill ceiling for which it is not rewarded, a majority of players may well complain about being expected to play a job/build they like less (because its in-practice performance is expected to be higher during progression due to its having greater ease of play despite equal throughput).
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Your argument is essentially that they can add depth and nuance via good design, and you're right, but that isn't what they've been doing - they've been looking for a happy medium between 2 disparate player groups, and my suggestion is that instead of looking for a middle ground, they could just give both groups options and let players self-select their desired complexity.
And, again, my concern is simply that such is not any more a middle ground than simply better designing jobs to have a more accessible floor and a higher ceiling. Both will be complained of.
Depth is something the actual battle/job devs have appeared to be against, though it is admittedly difficult to tell where intent ends and miscalculation begins. But builds are something that even Yoshida himself was explicitly against, considering convoluted and foolish, since 1.x.
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Again, this is sidestepping the entire concept - we aren't talking about a few niche skills
Agreed. I mentioned the "niche" skills as, after revision in the style of "lower (skill/effort-requirement) floor, higher ceiling", what the most complaintive players could most point fingers at and yell "bloat!" for... simply having not remotely figured out how to utilize them. That would not be the whole of the change, merely the necessary salient thread... that some would inevitably tug on.
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If someone loves playing bard, but hates managing dots, having a weaker dot that they never have to refresh is a much more accessible alternative to "just don't use dots then I guess". Likewise, such a player might hate having to manually manage their song rotation - maybe there could be an option where the songs just rotate automatically - 100% uptime, but at the loss of optimizing the right song for the right situation. There are endless examples of how the game could be dumbed-down, and the reason to give them as options is to prevent them from being forced on us as non-options, which is what the trend has been.
A tangent: Of late, one would think of late that all but one part of this would already be addressed by plugins...
I get what you mean. I would perhaps argue, though, if a particular tool is so dispensable from a kit that the job would feel fine and thematic in a build that avoids it entirely... perhaps it ought not to be core and obligatory.
Let's take Bard's DoTs, for example. Though minor (only ~190% of a filler's damage each, reapplied only once per 45s), they will be obligatory and their maintenance (even if not their damage, exactly) core so long as their only resource cost is filler ppgcds. But consider if, say, they consumed Wild Quiver or whatever sort of shared resource. You could then, potentially, flex towards or away from using DoTs. It won't provide for sighs "Oh, thank god, I don't even have a DoT in my Actions & Traits pane," true, but it would allow one to ignore it, keeping it equally (or more) minor contributor for those who'd rather not DoT even while allowing it to be and feel more potent to those who do want to make use of them -- and also actually making DoTs more interesting by way of competing usage.
They're two different approaches. I don't think either is any more likely than to other to be put into practice. I suspect we'll just each end up following/advocating our own preferences in this.