And sometimes you die even when you're using all your personal tools to stay alive because the healer is not doing their job. That's part of what a team game is, casual content or not btw. We can also let healing die in a fire, that's literally one of the last remnants of the old battle system.
Look, I'm not saying that things that were removed were perfect, I'm definitely not one of those rose tinted glass enjoyers. The UI in this game has always been notoriously mediocre to terrible depending on what you look at, be it weird ass menu behaviors, inventory, gauges, buffs/debuffs, etc. Nothing is clear and you constantly have to strain yourself to decipher what's up. I do relate to this when I say that I hated BJCC (TEA) with all the fibers of my being because the game asked me to literally browse every party member in the party list, sort their debuffs, and find the correct NISI letters/icons painfully under 10s while continuing doing my rotation and the fight. The UI is a whole other can of worms that is not much related to my original point imo.
I don't hate BA or DRS, but while it's an alternative way of creating content (which I applaud as trying new fresh things is what the game desperately needs instead of staying glued into a formulaic, necrotic pattern of identical content), it ultimately remains part of their new design which doesn't make any room for RPG mechanics. In fact, like criterion as I said in the OP, it does remove even more of those by deleting raising for healer roles and making their MP totally irrelevant to manage. Not that it's a big issue in current savage or especially ultimates anyway, if people die it's probably a body check or mechanical death penalty, so raising or not will not help to begin with.
Which is what makes me say that it's tomato and tomato in fine. Less and less player agency. Just follow the music sheet, don't do a mistake, rehearse again and again until you get it perfectly. And I don't want to play guitar hero, but an actual RPG.
It was a different type of wipe global mechanic, essentially amounting to running out of juice/resources. This is similar to what happens with low DPS due to too many deaths vs dps checks. Was TP an interesting resource? Not really, it felt crappy at times, and needlessly punishing for AoE due to outrageous costs for some reason, but it was a resource to manage as a team. I understand that it feels less interesting for somebody that doesn't play support roles, but again so is healing when you're not healing. Do we want to turn this game into a solo team based game where nobody interacts with each other anymore because it feels bad when somebody fucks up?
I have no idea what triage or buster means?
And do you remember why it was based on that type of gameplay? Because of limited party resources, negative resource rotations, inter role support and synergies, and literally all the points I listed in the OP. That they were not perfect was not the point. They were not. But they were there and the very fact that we had that type of gritty gameplay meant that at least it worked on the global picture and what it tried to achieve.
The main reason I brought up those was mostly because I loved playing BLM (mostly casually, this one, touché) before EW made it so incredibly fast compared to what we had, especially on AoEs. I liked the tactical nuke feel it used to have, and today it just feels like any other job, just because of cast times and potencies. It's pretty sad tbh.
I mean, you can continue malding about the details and jank, that's valid, and that's why I said countless times already that not everything was perfect, and a lot of things would have had to be changed or improved upon. They chose to nuke everything instead. But however, I'm talking about the bigger picture here.
Sustaining your pet HP could have been done instead through an oGCD, and one of your problems is already fixed. Not saying again that it's the best, funniest gameplay ever, but it's just to say that honestly, I don't care much about the details. They're just trivia, and they just become problematic when the devs refuse to fix them, but they don't invalidate a concept or a gameplay facet of the game.
Pets were incredibly resilient to AoE (like squadrons) and never required babysitting much from it, since they were healed by your healers' party wide heals anyway. When pet died, it was usually for other reasons.
I saw this coming from miles away, and yes, that's a problem, and this ties back to what I wrote above on the loss of a lot of those RPG based mechanics. The ones that generated a lot of what you call disaster recovery. The resource limitations, the old MP system, if you recall how it worked for healers, etc. It's not just a matter of homogenization. Diurnal AST has always been WhM 2.0 and it was meta for 99% of the game until EW. Tanks had identical base combos, and identical base aggro combos with some potency variations. etc. Homogeneous support jobs is NOT new.
But it sure feels a lot more tedious now that everything else has been stripped away and this very fact laid bare.
It's not just Endwalker fights, it's been there since SHB, the actual culprit. EW just added more homogenization to the mix and it was the last drop that removed all pretense of variety that was still there in SHB. But just a pretense.
On the other hand maybe we're not the main audience of the game anymore. When people get out of MP even when their MP neutral healer rotation isn't negative, they whine because that other healer there doesn't have that issue. They whine because they would have to meld piety. People whine as soon as we have something even remotely close to going back to a scrappy based battle system. People don't want any resource scarcity anymore, yet they complain about homogenization, etc, but what's left then if not homogenization?
This is why current pvp is infinitely superior even though it's kinda crummy of me to compare it to pve. But pvp does a lot of things right: crowd control is a thing, resource management is a thing, aggro management is a thing, tactical positioning is a thing, tactical mitigation is there, tactical rotation and cycling between members on frontline duty is a thing, and more than anything else, player agency with actual choices to be made instead of rotations hard set in stone is a thing. Even if a lot of jobs have optimal burst combos or rotations, they have a lot of variants as well, because sometimes your shit just doesn't align properly, and you have to adjust on the fly. You have to make things work with what you have at a time.
Sure, I do agree with those points. I definitely do, but that's kind of not the point I was trying to make, the real destroyer that came before. Those issues have been made possible only because ShB razed the way to make it possible in the first place.



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