Or, yet more often, they prefer reductive solutions over additive ones. "Why teach players how to use X when you could just largely or wholly prune X, thereby reducing the difference?" so to speak.
And among the player base itself, even, there are oddities in comprehension. It shouldn't need to be stated, for instance, that if A player asks to nerf or deemphasize Leaden Fist while Monk as a whole is barely at (or even below) a fair balance point, they're not asking for a net nerf to Monk. It should be obvious when one asks for shorter durations on DoTs, they are not asking for their damage to fall below that of a spammable filler (with only mobility then being of any value) and thereby to further nerf healer DPS overall. Etc., etc. Yet, sometimes players here are just as (seemingly actively) neglectful of scope, context, and likely intent of a given suggestion/request as the devs.
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Ideally, a developer would look at, say, a complaint purely about the "clunkiness" of Cleric Stance, i.e.......and determine first which system issues are not unique to Cleric Stance, fix those, and, if deciding ultimately to remove Cleric Stance, roadmap replacements for its cognitive load in terms of weave space and its impact on uptime (as favored sub-GCD-cast-time spells, such as Regen or Cure II before toggling it on and DoTs before turning it off -- though the last was negligible in Japan), etc. But alas.
- that the lack of queuing functionality on turning the skill off paired with queuing in turning it back on, along with the latency and packet loss more common further from the data centers' locations, causes frequent doubling,
- that it having a cooldown of 2 GCDs only if at no spell speed and causing drift or in effect a longer cooldown at more spell speed, and
- that it necessitates a primary stat loss for either Scholar or Summoner if playing both unless spending Grand Company consumables and reallocating level up attribute points every time you swap)



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