I saw this commented on in an interview as well. When you really think about it, jobs and encounters were going through meaningful changes up to 5.0. I think when any player, including healer, comes back between 5.0 and 7.0, and feels like their job hasn't changed much or at all (aside from removing abilities or maybe buffing) it can feel stagnated. I think devs and some players aren't bothered by this because a. Their solution is to focus on encounters for gameplay excitement or b. You can play other jobs to avoid stagnant feeling jobs. But this these aren't solutions for people who main jobs or roles imo. I think some degree of change is needed for jobs periodiocally, even if it may not be well received, because that's better than just setting it out to pasture.
I kind of feel like the problem with XIV overall is that devs have shaped the game based on this idea of perfect player satisfaction and balance. And that's boring. Games should be designed based on creative vision. That's what made FF popular in the first place. You could argue jobs and combat are where they are now because of creative vision, but I don't buy that. The game feels like players are taking the wheel, and that's making it safe. I'm not sure who the loudest voices are that they are listening to-- when you think about the current healer rotations who asked for that? And why are they listening to them? The dev philosophy isn't communicated clearly and consistently likely because it does not exist. Devs are chasing the satisfaction of loud players who, tbh, probably just suck at games.
I would even argue that overly thinking about what players want is affecting the narrative, especially with respect to the latest patches. And unlike most, I liked the patch msq. But I want to hear the story writers want to tell, not one with scenes that seem entirely driven by Twitter Fandoms.



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