Especially the job widely viewed as being the healthiest in the game currently.



Especially the job widely viewed as being the healthiest in the game currently.




True. I think one solution would be to make all trials trustable and with a difficulty slider (please give us more than normal, easy and *very easy*) and once you play with other people the ilvl doesn't go up unless you unsynch it willingly in PF. But that would require time and effort. Usually they go the other way and make it as easy as possible anyway. lol It's such a shame. They are sitting on a veritable treasure trove of trials and dungeons and don't do anything with them.Pft, unsurprisingly the inclination for more new attacks goes for all healers. Any healer main who plays for over an expansion knows that SE will always raise ILVL Sync crazily high so all the players who have issues with previous fights can clear it without too much difficulty at all. Heal checks alone mean nothing if you don't even feel the heal check after a while into the expansion. You just inevitably get the same old cut-dry Glare spam for the entire fight afterwards. After the ILVL sync increases, making people use Medica II once or twice more in the encounter for the "heal checks" really feels like nothing in the Grand Scheme of things when you end up pressing Glare over 150+ times. Endwalker did overdo the ilvl sync more than usual, but even in ShB the ILVL sync has really gotten out of hand... SoS went from a memorable fight where I did have to heal extensively for a normal trial to being an absolute joke to me. I'm pretty sure people want heal checks, but realistically know that's not going to be the only solution to the downtime problem.
I'd give my non-visible headgear for at least a min ilvl roulette. Just slap three times the whatever bonus on it and people will come.




I'd also just like to see more "chaos" mechanics--things that aren't entirely predictable. In Mount Rokkon, there's part in the Shishioji boss (the demon-faced tiger boss from the right-side path) that I absolutely love. It's where the boss summons tons of thunderclouds around the arena that fire a massive amount of thin line AoEs all over the place. I wish we had mechanics like that all the time, that made fights feel more exciting with unexpected outcomes. I would really love if we also had more examples of tons of different small circle AoEs that randomly appear and then instantly disappear, indicating thunder strikes, that are very difficult to dodge all of them because the telegraphs are so brief and so numerous, but the damage of each individual strike isn't that severe. It's expected that you won't dodge all of them, especially not every time, and that you will get clipped by a few. But who gets clipped and by how many isn't a constant factor, so how you approach healing that phase can vary. Even if it goes rather smoothly and you don't need much healing, at least it's holding your attention for that phase of the fight.True. I think one solution would be to make all trials trustable and with a difficulty slider (please give us more than normal, easy and *very easy*) and once you play with other people the ilvl doesn't go up unless you unsynch it willingly in PF. But that would require time and effort. Usually they go the other way and make it as easy as possible anyway. lol It's such a shame. They are sitting on a veritable treasure trove of trials and dungeons and don't do anything with them.
I'd give my non-visible headgear for at least a min ilvl roulette. Just slap three times the whatever bonus on it and people will come.




Tbh the best part about that Thundercloud mechanic is that it actually comes in three flavours, small medium and large line aoes. Which makes it, imo, much more engaging as you actually need to pay Attention to which one he's Casting this time around.I'd also just like to see more "chaos" mechanics--things that aren't entirely predictable. In Mount Rokkon, there's part in the Shishioji boss (the demon-faced tiger boss from the right-side path) that I absolutely love. It's where the boss summons tons of thunderclouds around the arena that fire a massive amount of thin line AoEs all over the place. I wish we had mechanics like that all the time, that made fights feel more exciting with unexpected outcomes. I would really love if we also had more examples of tons of different small circle AoEs that randomly appear and then instantly disappear, indicating thunder strikes, that are very difficult to dodge all of them because the telegraphs are so brief and so numerous, but the damage of each individual strike isn't that severe. It's expected that you won't dodge all of them, especially not every time, and that you will get clipped by a few. But who gets clipped and by how many isn't a constant factor, so how you approach healing that phase can vary. Even if it goes rather smoothly and you don't need much healing, at least it's holding your attention for that phase of the fight.




I've only done that mechanic so much since there's no reason to rerun variant dungeons, but it seemed like it was always in the same order, the size, which wouldn't surprise me if that were true. Something I find really frustrating about Endwalker design particularly is a lot of situations where you could have variation, they instead force-feed us a specific pattern. Lemme give an example: In Smileton, the final boss of course has its conveyer belt gimmick along with a couple things to try and make you "guess" which side to run toward, either the front of the faster side or the back of the slower side, but the pattern is always the same. In an effort to not make Melees feel like they have to leave the boss' hit range I suppose, there are never any obstacles that make it "incorrect" to run toward the faster side except for exactly once near the end of the fight, and I notice that many tanks will just eat the ground explosive that gets set there so that everyone can keep staying in the front. Like, the boss is already one of the most boring and easy dungeon bosses in the game. You couldn't add a little pinch of randomness there? It had to be scripted the exact same way every time?




Might actually be. Tbh didn't spend that much Attention to the order of that mechanic when doing the kills of that boss needed to get the Mount.I've only done that mechanic so much since there's no reason to rerun variant dungeons, but it seemed like it was always in the same order, the size, which wouldn't surprise me if that were true. Something I find really frustrating about Endwalker design particularly is a lot of situations where you could have variation, they instead force-feed us a specific pattern. Lemme give an example: In Smileton, the final boss of course has its conveyer belt gimmick along with a couple things to try and make you "guess" which side to run toward, either the front of the faster side or the back of the slower side, but the pattern is always the same. In an effort to not make Melees feel like they have to leave the boss' hit range I suppose, there are never any obstacles that make it "incorrect" to run toward the faster side except for exactly once near the end of the fight, and I notice that many tanks will just eat the ground explosive that gets set there so that everyone can keep staying in the front. Like, the boss is already one of the most boring and easy dungeon bosses in the game. You couldn't add a little pinch of randomness there? It had to be scripted the exact same way every time?
I do know though that the earlier thoundercloud mechanic is randomized to a degree (died a couple of times to it solo when the game managed to fool me expecting the two large aoes vs the ring of smaller ones)




I still like the mechanic regardless even if it is always the same pattern. It's something a bit more fun and unpredictable at least. Honestly, I think variant bosses do such a better job at being relatively easy and forgiving, yet still fun and interesting bosses than regular dungeon bosses. If future dungeons had bosses like those, I'd be happier.Might actually be. Tbh didn't spend that much Attention to the order of that mechanic when doing the kills of that boss needed to get the Mount.
I do know though that the earlier thoundercloud mechanic is randomized to a degree (died a couple of times to it solo when the game managed to fool me expecting the two large aoes vs the ring of smaller ones)



I'd assume the argument is based on BLM having a smaller playerbase and SMN having a larger playerbase. But let's take a look at MNK, MNK is also one of the jobs that aren't played very much at all, MNK also has a generally positive score across the board, so I don't really see artificial inflation of scores, I just see a dedicated playerbase who love their main job.
Yeah, but that's my point. Most people who don't like BLM don't play it and aren't going to its survey to give it 0s.I'd assume the argument is based on BLM having a smaller playerbase and SMN having a larger playerbase. But let's take a look at MNK, MNK is also one of the jobs that aren't played very much at all, MNK also has a generally positive score across the board, so I don't really see artificial inflation of scores, I just see a dedicated playerbase who love their main job.
A lot of people that don't like SMN and don't play it ARE going to its survey to give it 0s to tank its score.
It's also why I thought it would be nice to separate out the results between those who do and don't play Jobs to see if it's the people who do play them that are rating them high or low vs those who do not play them. If a Job is fun to the people that actually play it, then that's what matters. If it doesn't appeal to those that do not...well, that's why there are other Jobs. The distinction is kind of important. A lot of people who don't like BLM may hate it, but if the people who play it love it, then it doesn't matter since it's appealing to the people to whom it matters; those that actually engage with it.
And there is very much a phenomena of people who like to attack things they see as beneath them or try to over-inflate egos by praising things that are "hard". And it's really difficult to actually parse that out in a survey so we can see what things really are like, which is why you need a very large sample size representative of the whole.
Regardless, the point stands: If people are votebombing Jobs they dislike to make them look worse than they otherwise would, that does taint the result unless everyone is doing it to all the Jobs they dislike so that it washes out. I feel like there's no way we're going to get that, which is why the SMN results are pretty much invalid on that question, just as they were the last time.


or nuSMN is just a badly designed, boring job and most people who are invested enough in the game to respond to a niche community survey can recognize that, seems more likely to me than armchair psychology about ego and superiority complexes
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