Quote Originally Posted by ForsakenRoe View Post
Where do we start... At the start, I guess. So as I just posted (which you may have missed due to the timing), AST wasn't always 'one button'. Personal anecdote, when I was first maining AST in 3.4 my balance draw rate was so high I'd question if it was really 1/6 equal chance for each card. Guess I was one of the lucky ones. Anyway, this whole thing of 'you just fished for balance!', I've come to realise, is emblematic of the playerbase's attitude towards game design nowadays. It seems that things can't have 'a chance of having the best result' anymore, the playerbase at large seems to feel almost... not entitled? IDK how to word it, but basically whatever the 'best result' is, they feel like they deserve only that result, and therefore rather than the 'powerful moment' being just that, a moment that comes sometimes and goes just as quickly, they feel like that 'powerful moment' is the baseline the class operates at, and anything else is just 'you got screwed by the game, devs pls fix this garbage'. This isn't just a FF thing either, I think it's just that people have adjusted their mindset over time, as they got older, etc. But I'm not a psychiatrist and IDK how brains work, so back to the topic here.
IMO, having a huge system full of choices where according to all, only one choice remain is boring and should get changed. On the other side, people are now complaining how lucky crit run could me a boss pass or fail. What would they say if the passed card system were in place nowadays. I also wonder what they were thinking about all this at this moment.

Another issue i found by looking at the past is people tend to enjoy the first thing they learn the game with, and defend it even if theses games were broken or full mess. And ARR, according to Yoshi-p, was a mess, particulary around Scholar implementation (which, as a reminder, was only 7 actions different from sumoner in ARR).

Also my bad about one button : i though Conbust 1 was like aero 1 : weaker than malefic 2 like aero 1 was weaker than stone 3.

About having cool speel/ability for group burst phase : people tend to get exited by powerfull looking abilities, Presence of mind, chain stratageme, divination are sure good group burst tools, but they lack of "WHOA" feeling. And if you don't see what i mean : expedient is probably one of the strongest mitigation ability on the game, however as it's not visual enough, people where mad at Scholar when the EW job actions showcase was diffused. And on other side, Pneuma feel desapointing for people expecting a big laser attack to do big dommages, instead of being a strong AOE heal.