Quote Originally Posted by Rithy255 View Post
I still think that Jobs that are easy to pick up but hard to master would be a better approach to this, but what I actually want is some jobs to be easier some jobs to be harder. I'm fine with more easier Job designs I should have made that more clear and I don't think I did a good job of stating my opinion correctly here, I think what the game needs is actual difficulty Varity instead of making harder jobs more like the easier ones.
While I would prefer jobs that are easy to pick up but hard to master, there's also nothing inherently wrong with jobs being simple, with one condition. Take RPR and SAM for example, both are very simple jobs with very easy core loops, however, both have optional optimisations to eke out an advantage over people who aren't as well-versed in the job. While simple jobs are fine, I firmly believe that every job should have optional things they can do to eke out an advantage should the player choose to engage in that, if such an option does not exist, it would mean players have nothing to master and it never feels nice to be forced off a job you enjoyed learning because there's no ceiling to reach for after you've gotten comfortable.