the fact is that it is not necessary for the players to know how to get to a perfect optimization of the class, the game does not require it. But it should be sacrosanct that a player who wants to main a class (perhaps a class that used to be one way and now is completely different) be encouraged to do more and improve.Far as I can tell, there's no objective reason that New SMN NEEDS to be more complex and ISN'T working as it is.
The smn shouldn't be more complex in general, the smn should provide that players who want to play pok*mon maybe want more than just having elon musk's autopilot.
So having depth in a class leads to more fun for more people and not just one part, basically currently you're foreclosing people from having fun and that's not good.
I assume you saw the data on fflog. Well, fflog is used by a community of people who play high-level content. This is clearly a hypothesis, but until it is refuted there is always the benefit of the doubt: high-level players are cynical, why having to bang your head with the rdm if with the same dps there is the smn which has the autorun? With the Blm is the same, if it competes for the caster position and not for melee as a raid does not need so much dps to be cleared. I would like to see if the same percentages would remain if the smn had the dps it deserves based on the producers' statements:All the data suggests that it's working as it is and is very well liked and used by the community.
"Adjustments for each job are made individually based on the damage value, which is the standard value according to the item level, based on the difficulty of operation of each job, the difficulty of rotation, the number of support actions, and the details of their effects".
https://jp.finalfantasyxiv.com/lodes...380.1646902175.
The smn is a full-blown bypass of the minimum skill requirements that a high-level raid requires in general and therefore cynically convenient.

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