I don't think that's a fair interpretation of what she said.
It reads to me more like "No matter how complex the Job can be made, as long as people are cheating to make it easy, it generates a fairness gap between those not cheating TRYING to play it right and those cheating doing it easily. Moreover, it may make a Job that's too complex and almost no one is playing 'fair' appear easier than it is since people are cheating, leading to Jobs that are too complicated to be played and enjoyed by most people existing because people are automating it to make it playable."
That is, if you had a Job that had 50 DoTs, it would be unplayable by basically any actual Human, but if people are allowed to cheat, you'll get some people playing it with AI cheating automation. This doesn't mean the Job should continue to exist at that complexity, since no one is playing it "right" at that point. It means the Job should be less complicated because the extreme complexity makes it impossible TO play fairly, leading to people only playing it if they cheat or don't know better.
I think that's what she means.
No it's not. It's actually very easy to understand.
If something is too hard to do, people may cheat to make it manageable. On the other hand, if it's not too hard, then they have little reason to cheat. Take the Ultimate controversy with the super zoomed out camera. Why were people doing that? Because it was hard to see everything they "needed" to see to clear the encounter fairly with the native camera zoom. If the encounter had been designed where you COULD see all of that with the native camera zoom OR the game naturally included the extended zoom, people wouldn't have cheated with the satellite-vision because the content wouldn't have "demanded" it of them. As Yoshi P kinda said at the time, why make something extra hard if people are going to cheat it down to easier to play? Likewise with Job design, there's little point in making a complexity so high if people are cheating to make it easier. It would make sense just to aim the Job's difficulty at the easier level people are trying to ease it down to, that way people wouldn't need to cheat to get to that difficulty level, since it would already natively be at it.
It's like how in WoW for years and years (and probably still) most people use Add-Ons to help them track things like DoT timers and such. It's not cheating in that game, but it IS not using the native UI. One could argue that the issue is the classes are too hard/complex because if everyone's having to use an Add-On to make them playable, that indicates bad design. In a game where Add-Ons are considered cheating, the problem becomes much worse.
I don't think this argument is 100%, though. Some people are always going to cheat no matter what and some people are going to refuse to cheat no matter what. But it is logical to consider that if Jobs are so complex everyone just about is cheating to play them "correctly", because they're too hard for a normal Human to play correctly without cheating, then that would indicate the Jobs are too complex and need to be simplified at least somewhat. There is absolutely a limit to that, again, no matter how simple they get, some segment of people will always cheat, but if a large amount of people need cheating to play the Job correctly, then the Job is badly designed.
And consider here: Parsing is considered cheating. Meaning any Job that requires a guide to figure out how to play correctly, a guide that was generated via parsing, requires cheating in order to figure out how to play. Just because someone else is doing the cheating for you doesn't mean the Job isn't requiring cheating. Very few Jobs can be figured out and played optimally essentially just reading their tooltips. Offhand, I'd say SMN, WAR, and possibly PLD are the only non-healers that's true of. For healers, WHM (if we ignore Temperance only affects healing MAGIC, but at least you can figure that out yourself if push came to shove and it doesn't make a huge difference) can more or less be figured out and played optimally without cheating. That's a pretty short list.
Well, there was some, but those are also different arguments.
Stormblood had a lot more to do in general. Deep Dungeon, Eureka, extra dungeons every patch (so even if they weren't harder, you got more different scenery in your que), and so on. So people were less likely to be bored not because Jobs were more complex but because they had more to do. RDM, when introduced, was easier than it is now, yet people weren't more bored on it. WHM was fairly comparable to what it is now as well. Many Jobs were easier in ARR than they are now. Not ALL of them, but many. The game's systems in general were more simplified because they hadn't developed the HW complexity yet. Even the Jobs that are easier now often have more overall buttons to get there in many cases.
As for influencers, that's not a good metric considering there were far fewer OF THEM. And I don't think FFXIV had attracted all the drama farming ones like Xeno that like to stoke drama for the hell of it.
What changed isn't "The rotations, and the skill ceiling of them"; it's a lot more than that. If SB hadn't had any of the side content, people would probably have complained then, too. If Mr Happy is to be believed, and I suspect he is in this case, 3.1 and subsequent HW patches had a similar problem since there was little for non-raiders to do, and people WERE complaining about being bored at the time, despite the game having the most complex rotations and damage kits for most Jobs than at any other point in FFXIV's history.
...also, Ex roulettes were harder to heal back then...our healing kits were weaker and we had to devote more GCDs to healing. You're making an apples-to-oranges comparison. While it is true that some of the rotations and skill ceilings have changed (some have gone UP, though), you can't just look at that in a vacuum and ignore the rest of the changes that also have generated the different situation we have now.



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