
Originally Posted by
Raikai
FFXIV is not good in explaining mid to advanced mechanics. Basic stuff like the concept of weaving.
Agreed. Weaving is such a basic concept, people barely even explain it, since most everyone just assumes everyone knows it.
I didn't figure out the difference until one day I noticed playing PotD how some floors would lock me out of Abilities but I could still use my normal spells, and how the Pacification blocks Spells/Weaponskills but I could still use those other abilities.
It was after that I looked through the spell list and noticed that keyword the first time.
At this point, I still didn't know what an "oGCD" was nor the concept of "weaving"; I only knew that "Ability" meant "think I can use instantly even while the other weaponskills/spells cannot be used yet, and which I can use while pacified" and "Spell" meant "thing that is not an ability".
Shortly thereafter, I was watching guides about SCH (this was in SB, I'd been playing since around 2.4) and they talked about weaving. That was the first time I realized "Tetra doesn't just cast faster, it ignores the casting que and goes off instantly where those 'Spell' things do not." I had noticed in the past Tetra seemed "more responsive", which was my wording for it at the time, but I didn't understand WHY that was, which was that it ignored/was exempt from the GCD. That wasn't really apparent. What was apparent was I could "use it whenever", and it was "more responsive". Of course, it was also "more responsive" than Benediction...which is an oGCD, so that one just made things even more confusing.
Coming from WoW in 2013, "Instant Cast" just meant "Instant Cast" to me. The idea there were "Instant Cast" "Spells" (Regen) and "Instant Cast" "Abilities" (Tetragrammaton) is just not a natural thing for someone to just know. "Instant Cast" on one thing and "Instant Cast" on another thing doesn't really explain the distinction to the player. The game has the Spell/Weaponskill and Ability tags, but I doubt many people notice them until they have a specific reason to look through their abilities for them, as I did after PotD and my own observation.
The thing is, understanding oGCDs isn't just important, it's mandatory to come anywhere close to optimal in the game. Even just doing ABC (Always Be Casting), but treating oGCDs like normal spells (waiting 2.5 sec to cast them, then waiting 2.5 sec to cast anything else) is massively suboptimal. For Healers, it's super important since optimization is based on using oGCD heals weaving between damage spells, but this requires you know what an oGCD is and what weaving is. For DPS, it's essential for your opener and burst phases, and not doing it can be a pretty massive DPS difference, sometimes 30+%. And, of course, knowing that buffs that affect "Healing Magic" and "Healing Abilities" are two completely different buffs, with the former not affecting the latter but the latter does affect the former. The game never explains that, either.
It's hugely important, fundamental, even, to understanding Job design and the combat system. But there's pretty much no way for most players to know this without hours/years of playing or reading a guide, as the game never even draws the player's attention to the Weaponskill/Spell/Ability tag to tell them that it's significant. It's not mentioned in Job guides in the game, the help tooltips, Hall of the Novice, nothing.

Originally Posted by
Deo14
Clearly, Bob should play SMN and Greg should play RDM (or SMN).
This isn't a good reason to go to the proposed SMN. In both cases, Bob is going to have a lower performance than Greg, thus Greg is "rewarded" for his "hard work". What's the problem? That Bob is still able to come close to him and thus still allowed to do content without being blacklisted? Should Bob, playing a videogame, not be allowed to do content in said videogame, because...why? He's specifically playing a Job that allows him to contribute meaningfully to the team. What's the problem? If Greg is happy just being challenged, then he can play RDM, Bob can play SMN, and everyone's happy. If Greg doesn't feel challenged enough, he can also try out BLM.
Where is the problem here?

Originally Posted by
Deo14
But have you even thought about Bob? Bob has feelings too, you know. What if he liked RDM for it's appearance, visuals and so on?
I'm not sure why you're saying this. All that argument would suggest is that RDM needs to be made easier.
It's also not "only natural for even casual gamers to min max everything". That they
don't min max everything is part of what makes them casuals, bu the standard definition used for that term, anyway.

Originally Posted by
Semirhage
Taking "I would like to be able to learn, grow, and gain skill" to mean "you just want to lord over other people" is the most...
So, what's insisting repeatedly people who enjoy SMN are just lazy Pieces Of Snozberry who want carries and output that they aren't deserving of?
While it's easy to make mocking caricatures of people, they're generally just that, caricatures. And if one engages in them, then said one isn't really one to complain when other people use them...except in this case, she didn't even use it.
What's his reason for playing? Because he wants to be good and that's how he has fun, right? Then "playing the job should be the reward". That was literally what was said.

Originally Posted by
Ivtrix
Thats fine for casual play but the moment you add an enrage timer everything changes. Thats the only time that balance actually matters.
So again, what's the problem with Greg playing RDM or SMN and Bob playing SMN?
If Enrages are a problem, then surely we want SMN as an option for Bob so he can still complete the content and contribute meaningfully to his team, do we not?

Originally Posted by
Aravell
It's very strange to me that some people believe those who want some form of skill expression on SMN just wants to lord it over others, maybe consider that they just want to have fun in their own way on a job that they enjoy the aesthetics of? I don't think anyone is asking that SMN be only playable at a base level after reading a 20 page documentation, they just want some form of skill expression so they can have their own fun.
The problem with this is the justification used by people to increase the skill expression always seems to end up "the players not playing to the optimal level should be doing much less damage". The implication isn't "we want a Job that allows for skill expression" from that. The implication from that justification is "we want to be able to very clearly dominate/lord over people who don't play at our level". At best, it's wanting to look better at the expense of other people looking worse (that is "best" since in that case, it's not an active desire people do worse, it's just a requirement for one to look better).
If the argument was truly just to be able to have skill expression, then it wouldn't matter how much or how little more damage they were doing. A 100% Energy Drain SCH vs one who doesn't even have ED on their hotbars is ridiculously small. The difference is 300 potency per minute, peanuts. But some people really enjoy it for that reason. No one's contesting the idea of having skill expression. People are contesting what that skill expression should look like, if SMN has it already (some people think it does; you may not believe so, but "skill expression" is not an objective measurement, so it is ultimately subjective), and how big the gap from the floor to ceiling in damage output should be.
No one has an issue with people wanting some expression of skill.
People have an issue with wanting said expression of skill to translate into a huge gulf in damage done. Besides which, it causes a huge problem with encounter design. In order for the "you can play badly and still clear content" to work with a large damage gap, then the encounters must be tuned for the skill floor players. That means skilled players will find even Savages and Ultimates trivial to complete. On the other hand, if you tune it to where the Enrages require the skilled players damage output, now "you can play badly and still clear content" is out the window. It cannot be both at the same time unless the gap between skill floor and skill ceiling is small.
Of course, the other alternative is just to have at least 1 simple Job and at least 1 complex Job, and let the players play as the one they find best meets their desired skill level.

Originally Posted by
Eorzean_username
I have a concern that arguments about "skill expression" and "skill ceiling" really don't have an objective standard, and inevitably end up being something like:
I think this is a big piece of the issue.
Part of it is that people like arguing against strawmen and caricatures - they're much easier to beat in a debate than actual Human beings making actual arguments. Look at Gaius' reply mentioning me. It's completely wrong and probably somewhere deep down he knows it, but he says it and people support him saying it. The people who like saying that people wanting a low gap in damage want to be lazy and get carries...but suddenly are offended when they're treated to a caricature of their own desires as "wanting to lord over" other people. Suddenly caricatures are beyond the pale...until they're ready to call people braindead lazy babies again, then it will become okay again.
But setting aside those people:
The issue really is that it's subjective, and that not everyone wants the same skill ceiling even if it somehow wasn't.
If everyone in this game really wanted skill expression, we'd be drowning in BLMs. They'd be everywhere. All those BLM players would be frustrated that some of them have to play BRD (the...most chaotic?...Ranged) or MNK (Melee), because they really just want to play on the super hard BLM because they enjoy the gameplay and skill expression so much, that even if BLM was the lowest DPS Job, they'd all still be playing it. We'd be looking everywhere to see someone who has "Main Class:" as anything other than "Black Mage Lv 90". Yet not even the people pushing for SMN change are BLM mains.
...we don't see that in the playerbase as a whole, either. We see the exact opposite, with even very highly skilled players swapping to SMN in a heartbeat.
That doesn't seem to show a playerbase - even of the Ultimate raider type - that wants this mythical high skill expression Job..
And the change to nerf SMN doesn't seem to be because some people want to just express their awesome skill for the fun thrill of it. That they want to do more damage suggest they either want other people to be unviable and unable to clear content or alternatively, that they want people to notice when they're doing so much better than their friend Bob and how much better than Bob they are, which requires the gap be really big for people to notice...and, of course, that people need to be running illegal software against the TOS to even see the difference, since there's no way anyone can tell in a boss fight directly.
.
People need to just understand that not everyone thinks like them. FFXIV doesn't have specs like WoW, so that means Jobs are like specs. That's just the way it is.
If you want a super high skill ceiling caster, it's right there as BLM.
If you aren't playing that, that's your choice.
But you might want SMN's aesthetic with a higher skill ceiling. That's fair. But others might want BLM's aesthetic with a lower skill ceiling. Are you willing to offer them that? Probably not.
There are, absolutely, some people who want to put a dipping bird on their keyboard and get carries. There are also, absolutely, some people who want big damage gaps explicitly so they can show everyone how much better they are and point and laugh at the people they're leaving in the dust, gaining notoriety at the direct expense of others.
...but these are (I hope) the minority.
Thing is, FFXIV's Job system doesn't really allow much besides an all or nothing. Either a Job is easy or it's not. And if a Job has to have a lot of extra damage to "reward" people who want the harder skill ceiling, then that makes it non-viable anyway, meaning "you can play bad and still clear" goes out the window.
The only solution that works is to have at least 1 Job be easy and at least 1 Job be hard. The only alternative to that is for a Job to be hard, but where playing it "at a base level" does 99% of the damage. That is, where getting that last 1% requires massive skill and work, but both are entirely viable. But then the people who say they're just in it for "skill expression" will complain that they aren't being "rewarded with damage".
So that leaves us with the other option: At least 1 easy, at least 1 hard, let people pick the one that matches their desired level of dedication.
So then we're at an impasse and the only solution that gives everyone something is if some Jobs have high and some Jobs have low. As Eorzian_username said:

Originally Posted by
Eorzean_username
I really need to stress that "Oh, it's okay, you can suck and still clear content!" is actually not a satisfying "compromise" to a lot of players.