Quote Originally Posted by Kohashi View Post
I could see classes were different, however, the movement and how you resolved mechanics was exactly the same. So, yeah, I don't get it when people cry about the "old times" regarding the fights.
But that's the thing about the "old times". They were made keeping in mind the old game systems that old jobs had to deal with. Resource management, aggro, untelegraphed boss cleaves and in general bosses that the tanks had to move around to make it easier on the party, damage output overall being very hard to keep at a consistent rate as melees had more positionals and stricter combo timings. People can argue back and forth whether these were good game systems or not, but they did exist.

There was a balance in complexity between jobs and encounters, now there's heavy emphasis in encounters having extreme visual clutter, having to spin your camera around looking for symbols to see which side of the room the boss is gonna cleave, staring at the floor to find where the safe spots are.
Again, people can argue back and forth whether or not this is good encounter design. But the past gameplay, that I consider to be about attrition, is most definitely harder to find in the recent expansions and people who enjoyed that kind of gameplay are having smaller and smaller places in the game (hence, why I want old versions of jobs to be playable). I'm almost interested in gearing up my healers just to see what's so crazy about M6S, but thinking about healer kits and every other fight in the past couple of expansions just makes me throw that thought away.