The main reasons behind the dissatisfaction of job gameplay
People have been complaining about jobs for a while now, and I'm not going to get into an argument of how much of the playerbase it accounts for, it's not what this thread is for. I am also not getting into the battle system in general and what has been lost, although that definitely counts for a lot of the lack of substance jobs can actually feed on during gameplay.
However, the dissatisfaction for a lot of jobs stems from multiple axes:
- The lack of filler gameplay: while we still do have relatively engaging burst sequences for most jobs (but healers...) overall, and while those burst sequences also have their own issues (see next points), the main problem is that once the burst is done, the filler sequences of most jobs but a few are not truly mechanically engaging and tend to consist of simply pressing 1-2-3, sometimes by keeping up something.
- Compounded by the 2 min burst design: Every job must adhere to it strictly, which not only generate homogenization, but also dramatically moved a lot of jobs from a 60s burst gameplay to a 120s one, which egregiously reduced the pace of executing their rotations, and left a lot more empty space only occupied by their filler sequences.
- The slow shift away from resource management: this point is trickier to explain, but most of the design tends to move toward a gameplay where actions are gated behind long cooldown buttons that the player presses every 60 or 120s, which then lights up the big attack without any other consideration. This mostly impacts the burst sequences of each job, but not only. One of the immediate consequences of this type of design is that it tends to systematically remove failure states, and by doing so, completely destroys skill expression.
- A good design shouldn't rely on long cooldowns: as a corollary to the point above, I do strongly believe that a job where most of its recasts are instant or on the GCD is infinitely better designed, because what will gate the use of abilities is the job's resources (gauges, mp, etc), as well as its internal mechanics. This generates a lot more points of failure, which in turns introduces skill expression, and a rewarding experience when pulling it right.
- A rigid design forcing players into following a script to a T: recently put under light with the new BLM changes, this in conjunction with the 2 min meta and rigid "press a button, you get your 2min nuke", seems to indicate that the dev teams wants to keep an increasing amount of control over their rotations that can now be unfolded into a rigid piece of paper with a list of actions to do after another. The most egregious example of this is SMN, which is a rigid list of summons to cycle through by spamming the same button. I do not feel that this type of coercive design is beneficial to job gameplay at all because it removes all freedom and expression.
- The constant removal of player agency: one of the most rewarding elements of job gameplay is the amount of agency it gives to players, and the choices that stem from its toolkit. The problem with the current design philosophy of XIV is that agency is constantly being removed. One simple example among hundreds is found in some of the rphys roles where rotations are strictly regimented behind long recast GCD weaponskills that need to be strictly used on cooldown, which not only makes the jobs inflexible for downtime in some cases, but also require players to follow their script even more not tolerating any variations and choices resulting from encounters and context. It is, in my opinion, infinitely better when abilities can be delayed or moved around more freely, and when using them within the frame of the job's rotation rewards choice and brings agency, within laxer constraints tied to the job's resources like the gauge or other mechanics.