If simplifying an old dungeon so that Trusts can do them changes the dungeon's mechanics from 'easy' to 'even easier', then yeh, you're right in the second half. Because it goes from Easy Job/Easy Dungeon, to Easy Job/Easier Dungeon. The balance is already incredibly skewed, and so people fear the removal of what little 'interesting design' there is remaining. The old dungeon designs served as a sort of 'time capsule', of how things used to be
In other words, if we had more depth to the Job kit, the reduction of Encounter complexity in such a case (reworking old dungeon to allow Trusts to function within it) would not hit as hard
Consider a 1-10 scale for Job depth, and Encounter complexity, for a total of 20 points. We're at like a 2 for Jobs in some cases, and let's call it a 3 for Encounter complexity in the recent example of Aurum Vale. Reducing that to a 2 for the sake of the Trusts, is effectively taking that 5/20 score down to a 4/20, a 20% reduction in complexity. When the overall complexity is already so low, any small change feels like it has a massive impact. Now let's consider trying to be optimal as a SCH in a HW EX roulette, say, speedrunning Xelphatol for your Weekly Tomes. Juggling DOTs, placing Shadowflare in good positions to hit as many mobs as possible, combo'ing Faerie actions such as buffing Whispering Dawn with Rouse and Fey Illumination, etc. That, while optional (you could clear, albeit slower, by focusing on healing and not being a tryhard), would have been like... let's call it an 8, because Cleric Stance was kinda jank. In such a case, Xelphatol being a 3 still resulted in the potential for someone to enjoy 11/20 gameplay, by pushing their chosen Job to its limits. Someone who preferred to play more conservatively/more relaxed/didn't have the confidence/whatever reason, could instead play SCH at a 3/10 or so and enjoy a 6/20 experience, which is more their speed. And if Xelphatol had to be changed to fit Trusts at some point, and was reduced from a 3 to a 2, the 11/20 enjoyer would be knocked down to a 10/20, a reduction of 9ish% instead of the previous example's 20%.
Furthermore, the 6/20 player could think 'hmm, now that mechanics are simpler, I have more time to try and incorporate more optimizations into my gameplay', and push back from the 5/20 the changes left them at, up to a 6/20 again by leveraging more of the Job's depth
Can't speak for everyone, nor for every role, but I can speak to what I'd like to see with Healers: A low skill floor, high skill ceiling, wherein each Healer has a certain baseline performance from pressing their filler spell, and optional optimizations on top for those who want to push their Job to the limit. For a SCH example, pressing Broil 48 times in a row as your 2min 'rotation' would be, by maths I've previously done, 97% of the damage output of optimally juggling the 3 DOTs I'd give the SCH (and 98% of the effectiveness of playing the current SCH 'optimally', which would be 44 Broils and 4 Bios). It would also, however, be much less mobile due to the cast times of using only Broil, so even someone who absolutely cannot stand DOTs at all, would probably still use them, if only as a mobility tool. But the point is, someone who doesn't want to press Shadowflare, or Miasma, would not need to. They could clear any content in the game, yes even an Ultimate, without pressing a single GCD DOT.
I do have a solution (for Healers), I am not paid to fix the multidollar company's problems either (but I've given my designs as 'feedback' of sorts, in the place they told me to, which is here), and I assume that someone would argue that my designs would not work for whatever reason, but I've yet to see someone come up with an actual reason they wouldn't work beyond 'I don't want to be forced to do all this extra gameplay', not realizing that the whole point of the designs is that you're not forced to do the extra gameplay. But you are right, I'll absolutely argue that my solution is the 'correct' one, because I don't see many other people bothering to come up with anything as a counterproposal. There seems to be a general apathy of 'well it's SE's call at the end of the day, and whatever they say goes', which is true to an extent, but I'm not a massive fan of the idea of 'just trust the devs that got the Healer role into this hole, to dig the Healer role out of the hole again' so I made my own wishlist. If people don't like what I ask for, that's up to them. Considering a lot of people ask for 'whatever SE has planned', it could be argued that I don't like what they're asking for either
But one thing I did ask for got added this patch, which can be seen in the above link, is in the WHM section: Plenary Indulgence granting a % Mitigation effect. In my version, it was 5% though. I won't be taking the credit because everyone and their mother has asked for WHM to have a crumb of Mitigation besides Temperance and 'Barrier but it's tied to Temperance'. Next up SE, please add Nocturnal Sect to AST again



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