Exactly that. I like the formula and I've liked it for the entire time the game has been here. So I'm looking forward to all the standard stuff.
I think that they made a lot of dungeons in ARR because there weren't very many dungeons. Now we have somewhere near 100 of them, so roulettes have the variety they were originally trying to create. Arguably there are so many that a lot of players don't remember their mechanics. So I see the logic of reducing them to the bare minimum (to MSQ dungeons).the slow removal of content
Actually, I think their intention is to make them easier so that they are more intuitive. The old rotations were not understood by many players that you see in roulettes. For example they may not have kept up GL properly on MNK, they didn't stance dance on tanks and even now you get tanks and DPS that can't use their respective mitigation or damage buffs, they think stun is the interrupt button or they do single target rotations on packs.lazy simplification and sanitation of things that no one asked for, for the sake of making the developers job easier instead of our time playing more meaningful or more fun.
It really has nothing to do with being lazy. It's a design decision intended to help new players understand the game properly by making rotations logical, highlighted and hard to mess up.
I get where they are coming from. Everyone praised how the game let's you take breaks and constantly quoted Yoshi-P saying this, to a point where he made relics and all the other content live up to that more than ever. The problem is how it is only a certain percantage of players that want that (but this could be a very high percentage, I really have no data here).Despite the fact that artifact weapons are in their worst state ever.
They are overseeing the writers instead. So there should still be a degree of influence.Ishikawa, FFXIV's most profilic and IMO most impactful writer, is gone and sorely missing.
Considering these appeared in FF16 as well it seems this is just a technology they brought over.intricate food animations
I like that too, but I also have to admit they weren't really that intuitive to new players before. For example, I liked that keeping the DoTs up empowered one of Bard's attacks, but would your average new player that doesn't read tooltips know this?
I get that HW DRK was fun, but it was also full of jank and built on top of things like Parry. And as I was playing it in savage, my thoughts were that no new player is gonna come close to understanding it on this level. I am also just pretty content with it not being as complicated as in Heavensward because I like to focus on fight mechanics rather than job mechanics. However, I do wish it had a bit more meaningful nuance than it does now.HW 3.5 DRK, MCH, DRG, MNK
Wasn't a fan of MCH then (glad it got overhauled), DRG was too bloated with abilities that buff abilities (some would say it's returned to being that way now) and GCD bloat such as Heavy Thrust.
Partly players tend to demand, even on these forums, that all other jobs of the same role get the same abilities. Remember when DRK was the only one with a gap closer and we got enough demand for PLD to have one that they caved? That is just one of many examples. I believe the other reason it will continue is that with 20 jobs now, they will want 50% of them to play the same as the other 50% so that they have the same amount of balancing to do as in ARR.Homogenization has set in and will continue to happen