Yeah, I completely agree. I think FFXIV needs to design systems that work with what they have now. The issue is, it sounds like Yoshi is saying that they are not going to design systems to work with what they have, because systems that don't work with what they have won't work.
You immediately contradicted yourself, saying it's not meaningless, but it's a word synonymous with meaningless? Either way, easy is not synonymous with meaningless.
This makes the presumption that clearing content is more important than enjoying the experience. While I agree clearing content is important, it lacks all importance if the experience is not fun.What I'm saying is skill tress aren't going to have a significant impact when a bear bones rotation will clear it no problem. A system needs weight; a sense you're accomplishing something. If I can spec Dragoon fifty different ways yet nothing changes due to the content not posing enough of a threat to warrant that versatility, it lacks impact.
This is very true, look at Icy-veins on WoW. That said, I made an example how I use a sub-optimal talent set up on my mage, so that I enjoy the game more. When I got my mage to 110, I used icy veins build to make it the best. I hated it and stopped playing it. I then went back, re-did my talents, and am loving the job. My DPS is still adequate and I'm often top DPS in my Mythic Dungeon runs etc. I may not be Mythic Raid ready, but I am having fun while I play, and that is what is important.but that people will gravitate towards what is deemed best.
The thing is, small changes to skills can make the class play more fluidly for you. For example, I want to play a Black Mage, I had a lot of fun with it in 2.x. However, I hate enochian and ley lines. I could talent away into something that plays a little bit more fun, so that I can enjoy BLM. It won't be my raid job (SMN), but I could play it in expert roulette and extreme primals for fun.Jobs differ because they play differently. A Ninja and Dragoon will have two different roles, and will play differently as a result. Skill trees aren't going to change Dragoon into a support DPS or tank. If they did, we might as well remove jobs entirely and just have skill tree define what people play. FFXIV just isn't designed to be that type of game.
I am not sure what joke you mean? That said, how can you be so adamant that everything must be fine tuned to min-max or it is meaningless, and then not pay attention to secondary stats?As for secondary stats. I, honestly, pay little attention to them except to make the Crit-det joke.![]()
That is the point though, there are a few things here. First, the better players will master the optimal set up, but that set up may be too much for some who just want to run expert or be out in the open world. This could improve their performance and enjoyability of the game. Second, providing a more fluid gameplay can be like training wheels. That is, that black mage could learn their rotation without leylines, and then talent in ley lines in later - and can master that while already being comfortable with everything else.In theory. Except if that same skill tree offered a straight damage buff as a potential path. They're right back where they started because the better players chose the direct buff and outpace them all over again.Furthermore, if they do want to attempt harder content, they will gradually need to learn a proper rotation as FFXIV is designed around that philosophy. I suspect this is why Yoshi wants to simplify rotations. Blade & Soul has a skill tree system and people mostly followed the same few builds once the top tier players ironed out guides. There were some variations along the way, but not many.