
Originally Posted by
Renathras
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 [...] or MNK [...], 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.
As far as I can tell, this seems to be a pretty bluntly-true observation... albeit with a couple caveats that definitely need to be appended.
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First, you need to allow for the segment of the "skill-focused" playerbase that has any of the following issues:- Cannot play a Caster due to team / static / comp needs
- Dislikes the DPS Role
- Dislikes Casting mechanics/playstyles in FFXIV (or games in general)
- Dislikes BLM or "wizard" or "magic" aesthetics
- Dislikes the BLM rotational style
- Dislikes the BLM story / fantasy
- etc...
...For "skill-focused" players meeting any such criteria, having "safe harbor" Jobs in other Role or playstyle categories is probably important, and something that they'll aggressively crusade for (and understandably-so).
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Second of all, there is "human nature" at play. I think sometimes, "skill-focused" players want SE's designers to "save them from themselves".
That is: by virtue of their more competitive and serious approach to the game, they ultimately do want to "win".
And by virtue of their respect for the game system, they also don't want to drag their team down during what is sometimes ridiculously-prolonged and tedious prog or reclear experiences.
Therefore, if a more efficient solution is made available, that has no real downsides, these players will feel pressured — either internally, externally, or both — to switch to that simpler and more efficient solution.
As a result, to some degree, the mere existence of SMN is a thorn in these players's side — something akin to, "Stop giving me this obviously-better option that I feel obligated to take in order to not grief my team / not make my life ridiculously-harder than necessary".
ie: I think some skill-focused players want EW SMN to "go away", because it's hard for them to say "No" to how tempting EW SMN is in high-pressure environments... even though they "want" to bring something that's more interesting to them.
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...But when you consider that, it's a bit interesting, in turn, to then ask if a lot of those players "truly" want "high skill expression" Jobs.
To be clear, I think that in some cases, the answer is definitely "Yes, I do — I play this game to be challenged".
And it's important to keep in mind that such players really do exist, and not to dismiss them — they're "high-functioning" within the context of FFXIV, and they feel like they're being "punished" just for being more skilled and capable, by having their fun toys (challenging and depthy Jobs, with a lot of space for both failure, and optimized success) constantly taken away from them in order to appease the broader majority.
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However, in other cases I honestly wonder if EW SMN might secretly be taking a lot of stress and pressure off of even many "dedicated" players... but it's just "taboo" for them to publicly-admit so in the sorts of "pride in the game" circles and communities that end up becoming their social networks.
In other words: perhaps a lot of more "upper-end" players feel obligated to vocally-dislike the EW SMN experience, and convince themselves that they hate it, because:
a) They've been conditioned to see overcoming FFXIV rotational challenges as a source of personal achievement and validation (which I think all human beings need, from some source, to not go crazy)
b) Their social environment is one in which they fear rejection or derision for showing open support for something perceived as being as "intellectually inferior" (or whatever) as EW SMN
...So any relaxation or joy that they might take from having a lower-pressure, less-distracting Job to use, instead turns into:
"Wow, I assure you, I really hate this... I'm only eating it because it's the most calorically-efficient choice... but again, I assure you, I hate the taste of this... nom nom nom... oh, this is so gross... nom nom nom... ugh, disgusting... nom nom nom...".
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...To be very clear: I'm not trying to suggest that current SMN isn't severely-lacking "meat on its bones" compared to most other Jobs, both current and historical.
Rather, I'm saying that SMN's radical simplicity may be allowing a lot of players to realize that they maaaaaaybe... honestly... don't reeeeeally mind having other priorities in life than "mastering" an FFXIV rotation...
...and that they actually kiiiiiiiinda appreciate being able to just take a Job into even complex content, and focus nearly-entirely on the content itself, rather than constantly-fighting the encounter timeline and mechanics just to try to desperately-resist having their overly-elaborate and excessively-delicate rotation grotesquely-deranged, or otherwise have their attention constantly pulled between rotational details and encounter details.
...But, because FFXIV has, for so long, included a huge portion of its "player validation" inside "rotational challenge and execution", it feels... [weird/bad/embarrassing/confusing/wrong/etc] to "allow yourself" to like a Job that has so relatively-little to worry about or be distracted by, and enables you to focus almost-entirely on the content itself.
...Like, yeah, SMN feels completely-empty (to me, anyway) when practiced on a Striking Dummy.
But maybe it's just heralding a new era of FFXIV design, where the "challenge" is focused nearly-entirely on specific encounter mechanics, and the design focus is pulled aggressively-away from internal Job mechanics, to the point where you're not expected to find much "meat" in a passive Striking Dummy rotation.
And maybe a lot of people are... actually finding themselves completely fine with that approach — as much as it may seem like absolute anathema to the standards set during Heavensward and Stormblood.