
Originally Posted by
Post
If the whole game goes in the direction of lowering the "ceiling", it likewise alienates players that have been around for a long time and HAVE gotten better, from concerted effort or hours regardless.
I'll try to respond in more detail later, but for now I just want to reinforce:
Yes, to your point here — this is absolutely a valid perspective. The frustration from more "dedicated" players is not unfounded, and I'm not at all trying to invalidate that FFXIV is slowly and steadily eroding a great deal of the elements that previously made it interesting and rewarding to more "detail-oriented" players.
You're absolutely correct that, one way or another, someone is being "left out" and "alienated". And I think that it's a lot harder to actually "compromise" on this issue than a lot of people — on either polarity of the debate — seem to realize; in either case, someone's play experience is almost always going to be injured.
This is why I think it's important to be sympathetic to former Summoner mains who have lost a unique experience that no substitute Job provides; current Black Mage is, frankly, in no way at all similar to what optimizing (or just "playing well") ShB Summoner felt like, so telling ShB SMN mains "well just go play BLM" is honestly not a "solution", any more than telling EW Summoner mains "well just go play White Mage".
In my opinion, it's a really sticky situation — kind of a (to be a bit melodramatic) Ancients vs. Mortals case, where someone's just going to "lose" no matter what happens.

Originally Posted by
Post
At no point has FFXIV's job design ever been so inscrutable that any player that can read (at least for the English translation) did not have every tool necessary to play the jobs in the game "correctly" as you put it if not optimally. The actions themselves tell you everything you need to know to compare your actions, from costs to targets to ranges to cooldowns to potency values.
This is an area where a lot of disconnect occurs between parts of the community, I think.
Different people think differently, and different people approach the game with a different sense of priorities... so it can be misleading to generalize too much from your own perspective.
Something that seems as simple as "consider Potency-per-GCD when looking at combo chains", "make a mental chart of how Potency scales with target count for ST vs AOE actions", or "Divide Potency by Resource Cost to establish the relative value of resource-consumers" is actually opaque black-magic to a lot of players.
Another part of the problem, I think, is that FFXIV is a game that's largely about "setting up the piano-sequence correctly" — seemingly-minor "errors", like where actions are placed in a sequence, can compound and spiral to bloating potency losses due to how the buff system interacts with rotations.
That is also confusing and unintuitive to players — I don't think examples like optimal Perfect Balance usages, or opening encounters with precast Meikyo Shisui, or whether Meisui is actually a DPS button or not, or facepulling on Dark Knight to pump out Living Shadow on-time, or manipulating Acceleration and Swiftcast to prevent OGCD drift on RDM... are intuitive to people, even if they're trying to read their tooltips.
Same for throughout history — I'm sceptical that many players could figure out how to operate HW Dark Knight or SB Machinist or ShB Summoner correctly without some amount of external guidance. There's just way too much going on, and way too many competing possibilities all clashing for attention as the rotation branches through. I think most people definitely become "totally lost" trying to figure it out for themselves, and end up either giving up, or leaving a lot of tools and/or potency "on the table" after they reach their limit for trying to process it.
I think a contributing factor is that, if you look at MMOs from the perspective of players who don't "live" in the genre, a lot of the required "homework" is unintuitive — it's not necessary to perform any calculations or tooltip-analysis to understand how to play Mario, Zelda, shooters, etc. A lot of people coming to FFXIV are in the mindset that they play a game just by using the buttons it gives them, and it starts to spiral into a mess when those buttons start punitively competing with each other, or "rotationally imploding" if done in the improper sequence or outside a narrow "buff window"... etc.
EW Summoner comes much closer to that "pick up and play" feeling that "most" games offer the player, so I think that's another reason that it's well-received by a broader segment.

Originally Posted by
Post
If you have a type of player that plays the game for the job design, for the battle content, for liking to do better, and you can create content in such a way that it doesn't exclude those that don't really prefer that aspect of the game... Why strictly design for the latter? They're not the ones that are going to play with and appreciate the content or the job design the same way anyways.
It's a fair question, I'm just arguing that it's too binary.
You're positing a world — and this is a very common argument that I've seen for years — where there exists exactly two types of players:
a) Doesn't read tooltips and doesn't care, just wants to unsync everything and farm glamours and RP in clubs
b) Carefully-reads tooltips, seeks external resources, practices rotation religiously, seeks perfection in parsing and content-optimization as a point of personal pride and honour
And under that premise, certainly, it makes sense to say, "Why design for A? 'A' doesn't care anyway".
I just think that this is actually reasoning from an inaccurate premise, and so it's reaching an inaccurate conclusion.
In reality, I think that it's not "a" and "b", but much more like a smooth continuum that flows between something more like "a" and "z", with the entire alphabet in-between.
So as you increase your distance from "a", you encounter players who take increasing amounts of pride and willingness in trying to learn their Job and play their rotation "correctly".
But as you increase distance from "z", you encounter more and more players who aren't dedicated enough to master things like Optimal Drift Monk, or play Black Mage in Extremes/Savage (or, any more these days, Red Mage in that same content... ironically enough).
So what you're actually encountering is a "filter system" — the more intuitively-accessible a Job's "correct play" is, the more of the upper and mid-level continuum it appeals to. The more exacting and demanding a Job is, the more it starts to winnow the willing candidates down towards the "z" end of the spectrum.
In my own anecdotal experience, I would guess that the population distribution is kind of "bell-curvy":- At one "tail", a minority of "hardcore a" types that truly don't care whatsoever about their tooltips, and will happily "freestyle" or "RP their rotation"
- At the other "tail", a minority of "hardcore z" types that will eat, sleep, and breathe encounter timelines in order to ensure that not a single cast is dropped (or etc)
- And distributed through the central "hill", a much larger number of "b-to-y" types who are genuinely trying, but have varying limits and standards for how much is "too much" when it comes to trying to understand and master a single class in a single game.
I think that EW Summoner has "struck sparks" for a large segment of that distribution. As much as it can be memed as the "EZ farming Job", it's also appealing to a wide demographic of players that all feel like they can "figure it out" and "play well" entirely on their own (and are genuinely trying to).
I think this may be because FFXIV has a bad habit of "overcorrecting" — making things either utterly-pointless ("Press Glare, then press Glare again") or the exploding-brain-meme ("EW Monk burst optimization").
For a lot of players, EW Summoner seems to make a sweet-spot in-between — it's far more engaging than "1111121111" on Healers, but far less intimidating than "Here is a 34-point plan for how you can get Red Mage through a single 20-second mechanic sequence in Savage Floor 3".