Quote Originally Posted by ForsakenRoe View Post
Or, and hear me out on this crazy idea, SE could design jobs to have a low skill floor and a high skill ceiling
I've always been a supporter of accessibility + high ceiling across all the jobs, so you're preaching to the church.
However I do not like the idea of such a silly low gap in numbers, but that's just numbers. I do think that reaching a higher level on your rotation should be part of savage+ and have an incidence on the result, and the gaps you mentioned are irrelevant for this to happen. Jobs used to have a higher ceiling and micro complexities to manage especially in HW, and it was a system that worked, even in casual where DPS checks were virtually absent, allowing for lower skilled players to go by just fine. The real issue is that their new encounter designs are making this a pipe dream because they suck all the available air (aka brain power), which is why everything is dialed down to a bland soup with different skins depending on the job you pick, which isn't far from picking your icecream flavor of the day. You will never have higher skill ceilings with those encounters in the way, and I feel it's 1) the direction they're pushing in anyway so I feel like ultimately we're fighting against windmills and 2) the rabbit is out of the bag now anyway.

Quote Originally Posted by CidHeiral View Post
I have no problem with that at all. In fact I would happily accept DRG's damage being in the dumpster if it meant I got to play EW DRG again.
You're okay with... what? I feel like I'm getting mixed signals.
With damage output being balanced around effort and complexity? Ew. I guess you'd see most PFs starting to lock out a lot of jobs unless they do bring something truly valuable and unique to buy in their place in a party, if they're braindead to play..