
Originally Posted by
Shurrikhan
"That absolutely isn't the case here, and the gulf between the "fun" way and the "effective" way is so large it points to a massive shortcoming in the design," and "that's a good 6 hours of grind on 4 year old [8-man synced] content [to get a single ability]" are two very different issues. Nonetheless, in either case:
There is a vast difference between a perfect solution and being reasonably allowed to build an ability set around or with the inclusion of fun abilities (or, simply most abilities being fun), providing a whole and functioning kit, rather than solely the most muted and straightforward ones, where only a tiny minority of the overall kit is truly usable.
There is a vast difference between creating content that allows players to enjoyably revisit old content and 6 hours of grinding among an efficient team (which can be gathered almost solely in this context) to get a single skill.
One point isn't related to the issue we were discussing, the other is anecdotal evidence tied to subjective appreciation.
Also "6 hours" is also not a factual statistical statement, it's the result of some bad luck regarding RNG. Some might take 2 minutes to get that skill. Some might take even more time.

Originally Posted by
Reveria
No, it's bad design - at best. At worst, it's a massive disrespect of the player's time.
[...]
I'm sorry but your post is mostly nonsense. MMORPGs are known for having "unfair" RNG systems that will eat your time. That's their very purpose. You are basically arguing against big time sinks in games known and designed to have big time sinks. As well as RNG and loot tables.
You speak about context, but you don't take into account the basic systems MMORPGs are built on.
You say that 50 hours is "absolutely unreasonable". May I remind you about the Atma grind? Probably the most infamous one, it was pure RNG and mindless grind of FATEs for what was designed to take ~80 hours on average. These things are specifically designed to eat your time. They are part of the deal when you play a MMORPG. Some things will take you dozen, even hundred of hours of play, and yes, it is ridiculous. But not because of "bad design", that's part of the MMORPG package. And guess what? Most of them are optional and are time sink for players who... want time sinks.
You don't need these skills. You wanted them. You made the choice to dive into that part of the content.
Some achievements in this game require way, way more than these pityful 50 hours (that, again, are anecdotal evidence and extrapolation based on your own luck). Will you complain about these as well? Will you complain about every time sink in the game? There are far worse ones than playing on Blue Mage a few hours for skills that you don't even need.
And regarding your argument about "there are too few spells available to the strictly solo player", did you know that you can actually complete the Carnivale while playing 100% solo? Yeah, you can.
Also, 32 out of the 49 skills can be obtained solo as far as I know. Not "15 or 16", that's a flat out lie. There might be even more as we discover more alternative sources for skills.
Here's the list of all the skill numbers that can be obtained solo to my knowledge:
1, 2, 5, 7, 8, 10, 11, 12, 13, 14, 16, 17, 18, 19, 20, 21, 22, 23, 24, 27, 28, 29, 30, 31, 32, 33, 34, 36, 39, 41, 42, 43.
I have a doubt regarding number 6, so I didn't list it because I learned it before I could check the alternative solo source.
Finally, everyone like this "solo job" argument, when the reality of it was one single powerpoint slide during the FanFest that said "designed for solo" and, "not suited for parties". Both statements are true, even if you don't see why, and they don't exclude party play. The slides that followed this one even had lines about playing in party, and promotional screenshots of BLU playing in group were released.
The rest of your post is simply your subjective views. Which I can simply say that I don't share without having to argue further.