Quote Originally Posted by Valence View Post
was also to lower the skill floor dramatically and increase the skill ceiling pretty high as well. Feast had an incredibly high bar of entry for any new player: you had to setup macros specific to your role, you had to seriously learn how a game of feast was supposed to play because it was all but intuitive, you had to precisely know what you were supposed to do as the role you picked and execute it to the millimeter. But once this was done, you were already in Platinum/Diamond where not everything hinged on who had the better healer anymore, and you were already close to the skill ceiling if you were able to execute your script to a T in any circumstance. This is what made Feast closer to pve than what we think, and also focused to the extreme around burst cycles, like in pve.
I don't care so much for the different systems. But this I would disagree with, I think the skill ceilling is a lot lower now. And it feels like you are telling a range dps version from your feast experience.
Feast especially, the iterations after heavensward felt that way like you describe, because it got simplified each time.
Before that we had more job uniqueness, we had something like talenttrees to differentiate even the same job, we had more variance on how to punish and kill someone, more cc more counter more mitigations and medal overstacking wasnt such a huge issue like it was the addons later, where it was a death sentence.

I think to make PvE more interesting, they would have to get rid of making dungeons clearable by trusts, as that limits their creativity. They actively change dungeon mechanics, that were unique, to make them the same like others, so they can be cleared by bots. That is boring. Also damage output from mobs are that low that trusts can clear them, for human healers, this is just not enough to have any fun. So it is flawed up from an elemental level, which they are probably unwilling to change. Removing most abilities that are considered "niche" and did something else than flat potency damage, adds to the issue. Why do they do that? Because the devs feel like they have to remove old skills each new expac, to introduce new skills that "shake things up". So what do we need? Variation. Like PvP had in 2.x ... Talent Trees/Traits/Gear with special stats or Gear that changes what your skill actually does. I know wild? Maybe even Crossskills?? But they drifted away from that path long ago. So yeah you getting more of the same for the next 2 years at least, people pay, why change?