
Originally Posted by
Valence
It's already kind of what we get and it's literally what has RUINED rphys for the past two expansions.
Not...at all, actually. The problem with Ranged is that the entire SUBROLE was suffering a damage tax, not because they were easy or hard to play. Hell, RDM and SAM were easy, too, but were allowed to do more damage in ShB, and SAM in EW. That's a tuning issue, not a complexity one.
And, strictly speaking, I mean within each role there should be a simple, moderate, and complex one. Caster did this in both ShB and EW successfully (more successfully in ShB, but whatever). Melee also does this, with SAM in ShB and RPR in EW being pretty simple, NIN or high optimization MNK being complex, and everything else being somewhere in-between. So it clearly does work. ForsakenRoe talks about AST vs WHM in SB and neglects to point out WHM actually had a lot of problems and AST offered far higher output - the numbers being different, not the complexity being different, is why WHM was blacklisted from groups. If people blacklisted "simple" Jobs, then SMN wouldn't have been the most played Caster in Omega Protocol and Dragonsong Reprise. And it was the most played in both. And in Omega, it's not even CLOSE (in DSR, RDM is closer to it, but there's still a gap there, and RDM is considered the second easiest anyway)

Originally Posted by
Valence
and being shoved a braindead model down your throat on a job you love is one of the worst feeling I've had the displeasure to experience, and I've been wandering around looking for other jobs that 110% click with me since then with no real success. I'm pretty sure the opposite would also be true, where you're a player that struggles more with difficult rotations, and get shoved a complex model down their throat with little accessibility... Fortunately that latter case is less and less possible because accessibility of most jobs has been really eased over years (which is a good thing).
Yes, This cuts both ways - having a clunky convoluted mess of "high skill ceiling complexity" forced on people is even more alienating. If your Job is made easy, you can still play it, at least, even if you enjoy it less. If your Job is made unplayable convoluted, you have to abandon your Job entirely, it's not even an option at that point. That makes it the worst of the two.
Yes, but it varies on Job and content.
In general, I'm also opposed to big changes on Jobs, especially from one type to another.
Like I love New SMN. It actually FEELS like a Summoner and really has nailed the class fantasy, and the rotation is both smooth as butter and incredibly satisfying to execute. But the thing is, there were people that played Old SMN - the Frankenstein monster held together by duct tape and hope - that really loved it to death with the class fantasy of being a DoT/Plague/Green Mage. And that was ripped away from them with nothing given in return, even though Old SMN could honestly have been split into two Jobs, a SMN and a GRM, and actually work.
But those people were robbed of something and not even given something comparable as compensation. That just hurts everyone.

Originally Posted by
Valence
See, the community really has a problem with the damage and performance mindset (fortunately nowhere yet near to WoW, but it's following the trend), especially in casual content where it's always about "carrying bad players" and "bad players wasting muh time", you'd literally be preaching to the choir here. But not tying your job performance and results to damage, especially at least on DPS jobs, is absolutely unrealistic and wishful. That's literally THE satisfaction you can take out of playing them well.
I think this comes down to the individual. Many people don't get satisfaction from doing rotations well or big damage numbers. It's why a lot of people don't play DPS Jobs or play support-leaning DPS Jobs, because they don't care as much about that. They don't get "THE satisfaction" from it.
Others, on the other hand, do.
IMO, good game design gives each type of player something they can play. For example, GNB was made for people that like more DPS focus and big numbers when they play correctly. It was designed from the ground up to appeal to those types of players but be a Tank option so players with that mindset had a Tank Job they could play/a Job within the Tank role they could enjoy. It's not for everyone, but it's for those people. Maybe other people like GNB, but that isn't the option presented. GNB is geared towards the rotational complexity (more technical than complex, but whatever) minded player, and if you aren't that kind of player, the Devs are basically saying "Sorry, but hey, there are other Tanks that we have in the game that are made for people like you and we hope you'll try them out and maybe enjoy them."
Players who love GNB likely aren't going to enjoy WAR, but that's fine. Players who enjoy WAR likely aren't going to enjoy GNB, but that's fine. Some players really care about the aesthetic and push through their playstyle preference feelings while others make their decision on playstyle. But the thing is, those are choices, which are good, even if people aren't perfectly happy. Are there some people who say "I only want to play GNB gut it's too complex so I'm quiting the game" or people that say "I only want to play WAR but it's too simple so I'm quitting the game"? Maybe there are. But far less than if EVERY Tank was WAR or EVERY Tank was GNB just with different aesthetics. That would probably annoy far more people in the end.
Healers have the opposite problem where NONE of them are (any longer) designed to appeal to players that like a lot of rotational complexity. The problem isn't that ALL of them aren't, the problem is that NONE of them are. The problem isn't that there are easy rotational Healer Jobs. The problem is they're ALL rotationally easy, meaning players that want clunky, barely playable Jobs because they define their self-worth in mastering bad controls don't have a Healer they can play. IMO, they should have one. They just shouldn't get all of them. Moreover, it would be really bad for the game if they did because the Healer exodus would make HW and SB's exoduses look like a walk in the park.

Originally Posted by
Valence
If you were saying that healers should take satisfaction in a well planned or executed healing, or clutch saves, or whatever makes them tick, then I'd be inclined to agree. I don't play healers for their DPS rotations (especially in their current state lol). I know a lot of healers that enjoy healing, and when they meet some savage content, they're left flabbergasted by the lack of healing skill expression, where their kits are literally 90% about healing tools.
Mhm. Agree with this.

Originally Posted by
Valence
But that's not DPS jobs.
Didn't say it was. My statement was about classes in general.
Though as a rule, most successful MMOs have at least one "easy" DPS Job. Largely for that reason - Devs know that some people play with their friends, and friends playing together is good for the longevity of MMOs, so having "that one class" that anyone can play well tends to be good for the game. For quite some time in WoW (or even still today), Hunters were the most popular Jobs. Part of this was because they could solo well, but part was because they were just SO EASY to play. In Vanilla, they were basically autoattacking in raids (early on due to the debuff limit and lack of good agro management tools; though Feign Death was theirs and arguably one of the best as long as it didn't "miss"). RDM was the simplest DPS Job in ShB and...the most played. SMN is now and...the most played.
The four types of MMO player - Achievers/Diamonds (people like you), Killers/Clubs, Explorers/Spades, and Socializers/Hearts - the last type in particular often requires this, but those people are also often the glue that keeps their friends paying subs. Likewise, Spades and Clubs don't care about complexity, they'll take it or leave it and are more concerned with what works. Achievers are...actually also the same: They want to achieve things, but don't always master their success by complexity. Some do, some are more interested in mastering boss mechanics and stuff like that than in mastering designed clunk. That is, SOME Achievers measure success by their mastery of clunk and technical class rotations, but others define their mastery by being able to master fight mechanics; some want both. But this is also why the super high end world-first players often include simple/easy Jobs in their clears. Far from shunning them, they see the value in having a slimmed down rotation while doing challenging content. Otherwise, every Caster clearing TOP would be a BLM and every Healer an AST/SCH team. (BLM and AST are actually the least played.)