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  1. #1
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Collin_Sky View Post
    I generally tend to prefer that the jobs themselves are easier and the complexity comes from the content itself. Especially considering I share the game with a large player base who refuse to utilize half of the buttons the devs give them, even on easy jobs. It's really evident if you check [redacted] in a lot of the more DF/PF-able content that people aren't even capable of playing these "brain dead" jobs properly.
    Does that make easier content more boring to me? Sure does, but I still think it's healthier for the game as a whole.
    And I prefer the reverse, I would greatly prefer having jobs that are more than just a copy/paste of each other, which is virtually the case now, especially for tanks and healers. Adding more and more and more AOEs, cleaves, towers, in/outs, etcs has the effect of diminishing returns- at some point even the best players get jaded, and most of the playerbase can't keep up with complexity.

    This is why there's a sweet spot, where jobs aren't greatly oversimplified and encounters don't rely on constant dodging for adrenaline junkies.
    (22)

  2. #2
    Player
    Collin_Sky's Avatar
    Join Date
    Jun 2018
    Posts
    323
    Character
    Memento Mori
    World
    Twintania
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by IDontPetLalas View Post
    And I prefer the reverse, I would greatly prefer having jobs that are more than just a copy/paste of each other, which is virtually the case now, especially for tanks and healers. Adding more and more and more AOEs, cleaves, towers, in/outs, etcs has the effect of diminishing returns- at some point even the best players get jaded, and most of the playerbase can't keep up with complexity.

    This is why there's a sweet spot, where jobs aren't greatly oversimplified and encounters don't rely on constant dodging for adrenaline junkies.
    Sure, I agree with you there. Content below EX level honestly puts me to sleep in autopilot mode. That said, it doesn’t change the fact that the average player in this game struggles to execute their rotation properly, even with how simplified it currently is.

    To be honest, I’m not sure what the solution is. You can’t teach someone who’s unwilling to learn. Still, I’d rather see the floor lowered to accommodate less skilled players since I can always find my entertainment in higher-difficulty content.
    Until Square Enix implements genuine barriers to entry based on a player’s ability to play their job (which they won’t), I don’t see any value to the player base as a whole in making rotations more complex. SE has already shown that they’re afraid to even tell players how to play their jobs or what their rotations should be. If they won’t do that, they certainly shouldn’t be making jobs more complex.
    (2)