Quote Originally Posted by Valence View Post
People are asking to bring back a modicum of balance between job and encounter complexity.
And some are also begging to go away from the DDR action game model.
The combat reform has started with 7.2, 7.3 ish. And what i see is that they double down on DDR mechanics rather than reducing them. So i believe 8.0 will double down on that even more. So if you have job difficulty on top of that then that will not end well...

When i think about job difficulty HW instantly comes to mind.
Imagine your combo breaking if you dont hit a positional or reintroducing accuracy or managing a multitude of debuffs or dots in fights that hectic! I dont want to think about that. I hated Heavensward for that and thank god Yoshi admitted that job design in HW was not really great either.

But i would like jobs to be more diverse. Change the way jobs access their power rather than just filling a gauge, do something else for some jobs. I liked the way Summoners had to "earn" bahamut in order to summon him, but with the current fight design these "job mechanics" would just end up being clunky and frustrating in most fights. Either because of downtime, phasing or too much movement requirements disaligning your rotations