I see what you’re saying, and put like that, the theory behind granular job-based difficulty does make sense ie. letting encounters remain the same while players’ effectiveness scales based on skill could solve a lot of the floor/ceiling issues. I get the appeal, and I agree it’s an elegant design concept on paper.
The catch, from a practical standpoint, is implementation. Adding that kind of granularity to every job across the entire game is an enormous design and balancing task, especially considering the millions of players with wildly different skill levels and playstyles. It’s the kind of thing that could easily introduce new issues while solving others, and SE would have to invest amounts of time and resources into testing and iteration.
So yes, it’s an interesting idea, but considering their track record with job adjustments, I’m not sure it’s a path they’ll go down? The other thing is — wouldn’t this also result in the thing they dislike? Further exclusion from Party Finders based on skill? I’m not an expert here, just thinking out loud. Who knows, maybe they surprise us and go this route.


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