Let's do this: what does knowing how to play a class mean to you? (Personally, we assume that I will never accept a: You must be Cristiano Ronaldo or you don't know how to play football or You must be Bill Gates or you don't know how to develop, or you must be Hideo Kojima or you don't know how to design a videogame)
I suppose a designer thinks, when doing high-level content with a dps check, that the player with that class must do at least, let's say, 100 damage output. If you get 150, it has over-optimized your rotation for your only pleasure, if you get 60 it's time to think about how to optimize your rotation in order to clear high-level content. I consider your question to be wrong from the start.Again, a vague answer. You need a difference between the baseline and what is expected for the harder content. So, what is generally an accepted increase? 1% isn't going to be enough, 100% too much (i suspect), so, somewhere in the middle. This whole thing started with the drive to optimise and get better, so, what DPS incentive do you need to put that extra work in. It should be a simple question that isn't setting anything in concrete. More of what you yourself feel that would be acceptable. It should not be this hard.
yes, but in this case I have given clear and unquestionable examples. And you pretended not to understandMaking me read between the lines is where misconceptions and assumptions are made. This is what I am trying to avoid. As I have said, I want to talk about the combat system from past expansions and how you thought it was better. I might agree with some points, I might challenge some, however, unless I have a basis to go off of, this discussion cannot happen. It almost seems like you are trying to avoid giving specifics for this exact reason.
I meant the new dps jobs: Dnc onwards. Out of 3 new jobs they've done, one emptier than the other.The old jobs require the player to manage more things or if we want to be picky they require to manage things.
Smn is not an extreme case, it is a case of rework. Enochian become useless during expansions. Nin has not actually been heavely touched yet fortunately, unlike mnk: loses positionals, loses RoE trait and loses RoE actually.Whilst SMN is an extreme example, I would not say it is the case for all jobs.
I understand how you mean it. Personally I mean it more with small obvious tricks that don't exist that don't touch heavely your rotation because I personally consider it a review or a rework. Gameplay QoL: if i have selected a party mate and press an offensive skill it is obvious i don't want to attack my party mate. Gameplay QoL: Enochian in shB was basically useless. UI QoL: I want to see everyone's active buffs. UI QoL: I want my buffs to stand out from the others.Not always, if something is not working right, or it feels bad to use, changing it or replacing it with something else that does work is indeed a QoL fix.
Same reason as above. Also if you want to take things away from me, maybe do me the decency to think of something else for me.Depends why the action was taken away/changed.
I agree, but for the simple fact that they have become increasingly useless (for Enochian and Blood of the Dragon). So it's ok consider them as QoL.Is it accessibility to change Enochian to a trait where it basically became useless as a button? How about Blood of the Dragon? Greased Lighting? These were things that you never had to manage to one degree or another. So what is the point in keeping them? If keeping them as they are limited design choices, but changing them opened up new avenues for creativity, should it not be changed? You wouldn't have everything you have on BLM as it is now if Enochian wasn't changed, you might not have had LotD if BotD was kept as it was, MNK would have gone another expansion of getting nothing just because of GL.