Quote Originally Posted by SeverianLyonesse View Post
But while some of these changes are definitely in service of casual players, reducing damage variability is pretty much solely to please parsers. For casuals it wouldn't matter because they suck at combat, and for most midcores it's actually a negative because variability *is* the fun.
Reducing damage variability is not to please the parsers, it's so that you're not singling out and gimping certain classes for certain fights. I imagine that parsers would LOVE to put together the perfect "Slashing team" for a boss that is weak to slashing with +slashing buffs and 6 SAMs/NINs and cackle gleefully as they top all of the parses. The problem with that is the _casual_ or _semi-casual_ players that only have MNK or a caster leveled being kept out of that fight because maybe that boss is strong against crushing/magic. It's so that fights are arbitrarily nerfing certain classes because if that happens you'll absolutely see bad players not taking those people because they don't understand that the difference between a good play and a bad player is even more important.

Variability isn't fun when it results in you not getting invited to a group because of the job you play/want to play.