The focus tends more to the "own enjoyment and great feeling of self-improvement". (Getting rewarded for your own efforts.)
Yes everyone has to play the boss mechanics. But I´m not talking about those practice runs to see the boss mechanics. My example was about kills where poeple actually know what is coming. Of course noone will use a hard CD 5s right before downtime. That´s just dumb and not a hard adjustment either.
A lot of ppl obviously just want more DPS to be in line with the other classes. Or they want more support abilities, maybe a 2 second job gauge, whatever. But ask yourself, IS THIS ENOUGH? You might have a stronger class on paper, but the overall playstyle would be the same. It´s one thing to have bigger numbers or shields because a class got buffed or you wear better equipment. But it´s another if you´ve the same effect, because you played well around given restrictions, requirements or even boss RNG which are not just "press button X in moment Y".
What would be more enjoyable to you over time? The answer is easy for me. As long as phys. range has such a mobility without restrictions, it´ll be hard to find an original and well-designed deeper gameplay.
The perfect example is dancer. Dancing is new, original, fits the class, but it´s nothing but a gimmick and far away from having a deep impact on the gameplay or self-improvement. It would be another thing if you would´ve 3 different dances you´ve to remember by yourself and which grant something special in different situations like ninjutsu on NIN. The decision making from the player combined with a handful of skills to adjust to any circumstances last in "failed" or "well played with the reward of self-improvement and more dps". This is not really possible on phys. range classes thx to the core design and it´s actually the biggest issue to bring real enjoyment and the "happiness of getting better" over a long time.



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