Right, and how many people challenge savage? Ultimate? A minority of players, with the hardest content being something cleared by no more than 5% of the total playerbase (and that's being generous). Those people are the ones challenging something as much for the difficulty and sense of accomplishment as they are for the reward. Most people though? They'll get their crafted or normal raid gear, do the MSQ and side content, play around with their house or their island or maybe make an alt or fantasia their main, and the entire time they do this they couldn't care less about skill ceilings, and only care as much about the skill floor as they need to in order to finish the MSQ and engage in side content of their choosing.
And yes, you can deny it all you want but greater complexity leading to greater reward has been a hallmark of not just video game design but game design in general, gambling and gacha-oriented shit notwithstanding. Stuff that requires more effort to pull off successfully needs to result in greater reward or else there's no point in doing it. If a player base can collectively top dps charts with a job that gets by spamming one button OR they can top the charts with a job that has an incredibly complex 40 button, three-minute rotation, most people will choose the simpler option while the people who choose the complex option will begin complaining that all the effort they put in doesn't amount to anything because the simple job does just as well.
I would love for them to do that too. Once upon a time you had maybe one, possibly two "simple" jobs in a role, but even those "simple" jobs had room for skill expression via some kind of skill ceiling, while the rest of the jobs had a lot of optimization space for people to play around with and push their performance. But you're right, there is a significant number of people who just can't wrap their heads around some aspects of each job and so SE's approach has - lamentably - shifted to one focused on making as much stuff idiot-proof as possible.Honestly I'd love for them to just complexify the hell out of those taxed "noob jobs" if just to shut down that kind of argument for good. Having an intuitive design isn't mutually exclusive with having complexity on the side. Just take monk for instance, if you want to optimize, you're in for a ride, otherwise, it's not exactly hard. But then again, maybe some people will find it hard at a baseline level. I know people that can't wrap their head around proc jobs like DNC and BRD so...
You gotta think of it as a series of ranges. Each job should have room for optimization, but having a few jobs trend towards a more simple approach is a good thing. This caters to people who don't want to or can't get better, maybe because they are older or have a disability or something, while also giving new MMO players a few entry-level options to get acclimated to things. But you also want some jobs that *are* complex, to cater to people who want that kind of experience.That doesn't make any sense to me. On one end you say that it's good to have approachable skill floors while having high skill ceilings for skill expression, and then say that it's good that some jobs just don't. People can still play a job perfectly happily even if they don't reach the absolute nirvana of optimization, in fact that's 99% of the playerbase.
Now, strictly speaking, the higher complexity jobs should perform better at the optimized top-end than the simpler jobs, but the difference should be kept tight enough that there isn't a clear benefit to using one over the other. The ideal approach would be old ShB SAM and DNC paired together; DNC was a fairly simple job but it provided strong utility, both to the group and to the SAM. SAM was a complex job that had a high ceiling, and properly supported by a DNC, this ceiling could be pushed even higher. This created a strong synergy between the two, or really between DNC and any high dps job, as when the two were played correctly the comparatively simple rotation of DNC didn't matter because the utility provided via the damage buffs made up for it.
That would be the ideal, and once upon a time we were pretty close to said ideal. Nothing will ever be perfect but most people will agree that ShB balance was probably the best the game has ever had, even if there were still issues with individual jobs. You could clear anything with any combo of jobs just fine. There were simpler options for people who wanted that kind of thing and more complex jobs for players who were into that, but even in the simple jobs you had complexities that allowed for skill expression should someone wish to pursue it.
This ideal has NOT been maintained in EW. One big nail in the coffin was the shift to a 120s buff meta, while another is SE's desire to broaden the appeal of the game to non-MMO players as much as possible. At least some of the job changes we've been seeing are likely casualties of their internal push to make the game as solo-friendly as possible. The current state of job balance is partially as a result of that push.