Quote Originally Posted by Doopliss View Post
I feel nuts whenever I see people abide to Yoshida's PR idea that you need to do high end content to feel like you're playing your role because this just literally was not true for the first three expansions in this game's lifespan. Somebody in this forum said it was better than I'm going to, but you can't really have "improved encounter design" with dogshit job design.
To add on to this, the "easy jobs, hard content" mantra is like playing a Mario game, but not having access to his triple jumps, dive jumps, long jumps, high jumps, wall jumps, and only having the basic jump and crouching and being told "Those are too complicated, you'd be expected to do all those jumps, don't worry, the levels will make up for it." You could already play through mostly doing the basic controls, but the fun of scaling a building with carefully timed jumps, leaping over large chasms with precise inputs (all the while giving players "correct" routes that are incredibly simple to navigate), gives the game a lot of replayability and mastery while still making the game easily accessible. Instead it currently feels like I only have the basic jumps and a crouch, and rather than having lots of ways to navigate a level, I'm instead doing precisely timed basic jumps onto small safe zones from start to finish with little else to do. Oh wait, but sometimes a level makes me duck under a lazer or something to break up the monotony! How riveting...

Our jobs are how we interact with the fights, if our jobs are limited to just the basics of their role, the fights will be limited in their potential interactions, which in turn makes the game less replayable.