All I know is healer stuff, and a bit of tank stuff because of playing a tank back in SB. And what I can say, is that I don't remember these kinds of 'dungeons are boring' and 'there's no content' back in Stormblood. Maybe there was a bit, but never in the amounts we see now, and I definitely don't remember 'influencers' making videos about the state of things. Back in SB, DRK could do what WAR does now, with Dark Arts Abyssal Drain leeching your full HP bar back (at the cost of like 40% of your MP bar), it wasn't any harder to heal EX roulettes, they were still the same level of 'netflix on 2nd monitor'. So what changed? The rotations, and the skill ceiling of them.
I would rather have challenging jobs with easier content, than challenging content with easier jobs. The former is what we had in HW and to an extent SB, the latter is what we have now in SHB and EW. I think SB is the ideal middle ground to aim for, HW was too restrictive. But anyone who believes the latter, please consider: We have easier jobs, and the 'challenging content' is either non-existent (for stuff like EX roulette and some trials), is a swing and a miss (look at how boring P7S or P6S were, or P11S this tier is kinda bleh too), or is sometimes good. I would be fine with 'challenge is entirely derived from the content', if we could reliably get that challenge from the content. But we can't guarantee that, some fights will invariably flop, that's just how the cookie crumbles in MMOs. Not every fight can be good, even SB had stinkers like O1S (cleared in literally one pull for some groups) or O10S. So, where we couldn't get the 'fun factor' in those fights, we still were able to derive some enjoyment from playing our jobs in those fights.
When this topic comes up, invariably I and others ask for stuff to be fun regardless of difficulty level, and so the clapback of 'well you can't expect EX roulette to have challenge, it's not meant to be hard' comes out. With 'challenge is derived from content', this requires a certain 'level' of difficulty, to engage the player, based on their personal preference and skill level. It's not really sensible from a design perspective to tell someone 'oh you are only allowed to feel engaged with the game in Savage and above', imo. 6 fights per 8 months (4 Savage + 1 doorboss, then an ultimate 4 months later, then repeat) is a pitiful amount of content, and calling the other stuff 'not for you' just makes it feel more like 'chores' than actual content when higher end players have to do things like EX roulette to cap tomes. It basically communicates the sentiment of 'this content isn't for players like you, go back to your level of content and leave EX roulette to the people who do enjoy it'. I want to enjoy it, but I find it boring as hell to do it. I didn't back in SB, even when it was a sucky dungeon on the roulette (cough Hells Lid), because I still had fun playing my job's rotation. On the flipside, if we have something more SB inspired (especially for healers), where we have 'challenge is (optionally) derived from the job itself', we can derive our enjoyment from using our job's kit to the best of it's capabilities regardless of the difficulty of the content. Juggling SCH DOTs might not have been everyone's cup of tea, but it was a damn sight better than 'press Biolysis once per 30s' (and we had Bane). AST cards might have been imbalanced, but they were more fun than all 6 cards being '6% damage if you get the right person'
The key parts of this, is that A: the job should be the source of complexity to insulate the player against 'fight that fails to deliver on engagement', and B: the job's complexity should be an optional thing, ideally. No 'you didn't play the super technical rotation, -30% damage for you idiot', I look at that beautiful accident of SB, the TK rotation, as a sort of inspiration for what we could have. It was highly technical, very confusing to look at as a picture, and playing the 'regular' rotation still got someone I knew back then oranges at times. TK was there as something to further master about the job, giving it more depth and nuance even in a fight with as few mechanics as O6S.


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