This is the crux of good video game design; if something is more difficult to do then it has to have some kind of commensurate reward. While some people like to do things that are more difficult as a form of challenge, the vast, VAST majority of players expect that the reward for doing something will be proportional to the effort put in. More effort equals greater reward. Higher complexity jobs require more effort to play at an optimal level so therefore they should reward the player with greater output when played correctly. Put another way, if a job had a simple 1-2-3 rotation as it's entire kit and it did the same damage as a job that has to manage three resources and a bunch of random procs, all while juggling three separate 4-step combos, people would rightly complain that the simple rotational job is either putting out too much damage or else the complex job isn't doing enough to justify the work.
So there has to be some kind of compensation for complexity or else there's no point in playing a more complex job. I don't think it's accurate to describe the job split as "noob vs. serious" but I do think that SE is trying to accommodate for a variety of play-styles. It becomes a delicate balance though. There are only so many ways you can keep simplicity while maintaining power and usefulness. That's why the approach has largely been that simpler jobs bring more utility while the higher personal dps jobs trend towards the complex side of things.
Anyway, that's the underlying approach SE seems to be going for, but in practice they haven't been doing well lately. SAM is braindead fucking simple now that Kaiten is gone but it performs super well thanks to the ridiculous buffs SE gave it. BLM is the only job with a high skill ceiling that's left in the game because SE's new approach to job balance and design seems to be a race-to-the-bottom in terms of dumping skill floors and ceilings as low as possible. Partially to make jobs more "accessible" but also partially because they are getting lazy when it comes to balancing; they no longer care to try and bring nuance to things and instead are just adjusting numbers up and down.
Once upon a time that wasn't so, at least not for most jobs. But SE has been going out of their way to "balance" things such that the job design team has the easiest time of things they possibly can get. Any interesting gameplay/job design you're going to find anymore seems to be limited to BLM or shoved into limited jobs (BLU) or other such side content.It doesn't feel good at all that my role is still picked in savage parties just because it's filling a party bonus 1%.
Why do we get a group of second rate jobs that bring literally nothing worth of value that the group of objectively better jobs don't bring?
That's a fair way to feel about it. I don't have a better answer except to say what I've already said; SE's job team seems to have, at least in part, given up the ghost when it comes to maintaining some kind of unique feel/value for each job. Ideally there would be a situation wherein each job has a low-ish skill floor, to allow for anyone to get in and pick the job up and play it decently, while also maintaining something within each job that allows for skill expression (i.e. a higher skill ceiling) so that players who want to be challenged can push themselves and their chosen job. Obviously not every job can do this; it's good to have some jobs in each role that are simpler than others, to cater to people who don't have the skill/motivation to push that skill ceiling. You want players to be able to enjoy the main content that the game has to offer after all. But I think part of the current job balance issues we've been running into comes down to SE wanting to broaden the game's appeal to a wider audience and the subsequent dumbing-down that this appeal attempt necessitates.Tanks and healers are all always kept tight between each other, and when it's not the case, it gets adjusted, so what's the big deal with DPS jobs?
The recent buffs didn't change anything worth of note to shake up the current state of things.
This is seriously burning my enjoyment of the game and I'm sure I'm not the only one dismayed by all of this.
In short, it's a combo of SE's laziness in terms of job design/balance coupled with their desire to bring the game to as many people as possible and to hell with people who want/enjoy complexity in a job (except BLM because we can't touch the favorite job of the boss).



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