The problem here is you're looking at additional baggage. Those who've been talking to Ren for multiple years now have already gone through the song and dance of suggesting concrete changes at adjust both in synergy after Ren finally permits at least the principle only to return to yet to "4 Healer Model" insistences that actually only one job should have DPS be anything worthy of engagement (and that only one healer should have meaningful buffs, only one healer should have... so one and so forth). Most agree with his desire for diversity. The repeated differences are in how -- whether that should be through restriction (making X mechanic or consideration beyond the barest bones of interaction exclusive to a particular job in order to make that job diverse) or in practical combination (how jobs may each differently make use of a deep kit), i.e., a difference in the total complexity available to players.
That in turn cycles into a disagreement on how things should be balanced (i.e., whether the game should be balanced only around the best of players, to whom differences in job difficulty would be largely irrelevant and so a job that puts out equal value despite lower risk, effort, or knowledge required wouldn't have a meaningful advantage and so jobs kept purposely to shin-high skill ceilings could have the same maximum value as jobs with far higher skill ceilings, or instead balanced around, say, a skilled but imperfect player for whom a tiny bit of extra oomph may be necessary for the hardest jobs to balance out the near-guaranteed loss in practice so that they aren't so badly outperformed in what content balance may actually matter by the jobs whose skill ceilings have been squished / kept low for Ren's "something for everyone").
That last bit is more important, still, though: To many, we don't need a job to be capped at a given skill ceilings for a given simpler play style to be viable and engaging for the kind of content a player who despises complexity in their own kit is likely to enjoy. Ah Hoc SAM exists even now. Standard Rotation Monk exists even now. Hell, Monk can take Demolish and True Strike off their bars and miss all their positional and they'd still be viable for most content in this game. As such, there seems little point in having a something for everyone by capping a job at ABC out of ABCDEFGH... when one could just use only part of the total kit anyways. Assuaging people's feelings by helping them pretend they're doing all they can, when they're already doing all they need for the content they do anyways, is not worth enforcing low ceilings.
Let the posts make their backs and forths for a few dozen more posts, and that's where we're almost certain to end up again: with the same broad goals but very different interpretations on how many opportunities should be precluded just to spare certain player's contradictory feelings ("I don't want to play something that requires much of me, but I want to max out all that is possible on the job I chose, and although I want to play whatever I want for fun I also want the throughput of those doing more than me") and on what constitutes job diversity (on paper, via differences in categorical capacity, on in practice, via differences in how they may put to use an unrestricted range of capacities befitting their themes).
Both 'sides' want both things changed, even if one (e.g., those who've also done more whack-a-mole style healing elsewhere) may be more wary of simply increasing healing requirements to get there. Neither 'side' seems fond of the glut of CDs, for how much they leave the kit disjointed and may continue to do so unless/until recontextualized and redesigned through encounter changes and small changes to those skills' bankability, both. The biggest question that have split the 'two' across the last handful of threads is how much cognitive load, in total should healers be allowed to engage with, how accessible the floor should be regardless, and therefore how large a gap for skill expression ought to exist between the two.
Given that Ren has often insisted that there should be strictly easier (lower ceiling, more so than just low floor) jobs for players who may want them, this has led others to assume that whatever "both" be may be okay with would afford less change overall than they may think fitting or necessary.
Sorry for all the doubtless typos, as I'm writing this from my phone, but I hope that may give some insight into why concurrence in goals isnt necessarily showing agreement.
As for design starting with healers... I don't think we've seen much, if any, evidence of that, but it would be smart if it did. I would agree that it's where things should start in kill-fights, as healers are the bottleneck for any fight won through damage (and tanks just more context-sensitive hybrids supplying sustain and slightly more direct means of damage through mob-positioning, etc., than healers).



Reply With Quote


