Quote Originally Posted by Feidam View Post
Only for upper tier players though. I mean let’s face it the average player doesn’t play optimally as is and a good many people struggle with just the base lvl 8man content. When looking at what is going on we have to pay attention to the average not the bleeding edge. FFXIV takes great pains to make sure the classes and general content is completable/playable by even the lowest skill level. If you are an upper skill level player aside from maybe some savage fights and the ultimate fights you will always find the content pretty easy and as an extension the classes.

They could fix this by adding more tiers of content, but their metrics seems to show that the majority of people never see savage levels, so is it worthwhile in that regard? I would say yes, but development costs compare to player time spent in said content seems to say otherwise. I’d argue that the same is said for class design. Hence the healers being made “easier”. Still holding out hope that the healing reqs will increase a bit across the board.
Yes this is absolutely correct and our complaint is that there are plenty of ways of allowing for a higher skill ceiling without raising access difficulty for these jobs. Not only that but sch already had some of these in place that we’re removed. ED is a perfect example, players could just ignore it and keep stacks for healing if they needed it. Then spend them proportionally to their comfort. Dissipation was somewhat the same, it played twofold depending on if you used it as an “oh shit” or optimized around it for the extra ED.
There are a few other example for sch alone.

Not only that but diversity is key to good game design and if sch wasn’t for you you still had options like whm that played simpler. Now you’re kinda stuck.

They obviously balanced (yet to see the balance) through homogenization which is already contrary to theory. We’re here making a case for the skill ceiling