

If you think that savage fights are about using 1-2-3 on a keyboard you're either making a joke, or have no idea what you are talking about to begin with.


Right now the complexity ('fun') of an encounter lies on its design and not on job gameplay... That does have a much more limited shelf life than if it was the other way around. You eventually clear the encounter and suddenly it goes from challenging to very easy (esp. for healers), because jobs aren't as engaging anymore. And then, moving on to the next fight, the amount of high end content is very limited, even if you decide to "go play Ultimates".
Ideally for the player engagement front, the job design and encounter complexity should be at balanced levels, but they are not.


Additionally, Savage wasn't intended to be a broadly adopted mode play. It became that way due to the lack of other content, job simplification, and the DC travel system introducing more people to the culture of DCs focused on the content. And as you say, the simplification of the combat system (increase to mob speed so kiting isn't a thing anymore, lack of usage for old stun skills and Crowd Control, etc) leads to a linear style of play from the job perspective. One of the details that people seem to miss is that they sort of changed how the game worked after HW by separating out these extra facets from the main game and moved them to Bozja and Eureka. So by not having an exploratory zone in Endwalker all we had to work with was the base system, and I can say there were many times where I wished we did have eureka style extra job actions in main content.Right now the complexity ('fun') of an encounter lies on its design and not on job gameplay... That does have a much more limited shelf life than if it was the other way around. You eventually clear the encounter and suddenly it goes from challenging to very easy (esp. for healers), because jobs aren't as engaging anymore. And then, moving on to the next fight, the amount of high end content is very limited, even if you decide to "go play Ultimates".
Ideally for the player engagement front, the job design and encounter complexity should be at balanced levels, but they are not.




Are you moving the goalposts? I thought this was about the intricacies of playing combos and what they could bring for job gameplay. Hell, the whole thread is about "job gameplay", not "encounter gameplay".
Who spoke about savage encounter designs?
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