Quote Originally Posted by Renathras View Post
I think the problem with this is it's one of those designs that's fantastic on paper but doesn't work in the real world. ANYTHING related to damage will never be "optional" in a realistic sense. Utility, sure.
I'll clarify what I meant with what I wrote.

SkillFloor = barrier of entry to clear any content before Extreme difficulty. Examples: Using DutySupport NPC's to clear Dungeons while you eat a Sandwich in RL or Pressing 1 skill even though you have 15 skills available to clear 90% of all MSQ quests. The bare minimum to clear that level of content is the SkillFloor to me. The SkillCeiling is pushing Jobs to their limits, even in content without any Enrage.

Content without DPS checks makes complexity of any Job " Optional ". Any complexity that is optional is there for not goin to harm the players who are trying to clear this lvl of content. Because complexity can be added without lifting the skillfloor. Only where DPS checks matter is learning jobs properly mandatory i.e anything above Extreme Difficulty. Here adding depth to Jobs shouldn't make clearing this impossible by having Square allow a certain margin of error. Heck... as weeks go by in Savage we have players who can't find the Feint/Addle button while parties have 15 deaths in a singular pull and still clear the fight...

The appeal of complexity is to be able to do it better then it is necessary. That extra stone you're allowed to carry that another didn't. Doing dungeons and never casting Phlegma or any other AoE skill, that's the Bar Square sets. But, when someone comes a long that actually practiced their Job well? its day and night. And I wish that to be highlighted through available optional depth available for every Job.

Instead its all taken away...
Reworked, removed... every uniqueness/trait/resource interactions/simplified/homogenized/every nuance, every...everything. It becomes so Streamlined that making Content clearable becomes the priority over making Jobs as enjoyable to play.