All Abyssea did is bring to light a lot of the balance and design issues that plagued the game since Zilart and the job revamp. The mistake was not so much abyssea content itself, but the simple fact that nothing was done to address the issues. What has been attempted since has been too little, too late.
That's not a problem with game design, and more an issue with what you're looking for in particular.Once again, you like many other posters in this thread are pointing out everything I already know but NONE OF THAT makes me wanna play another class over another.
Design at the time favored stuff taking forever to get anything done. That said, XI got away with a lv75 cap for as long as it did because almost everything introduced at higher levels was basically swap pieces or inventory+1 pieces. That's not good design in the long run between wasted art assets and inventory issues. Both of which XI suffered from.
Not to mention strenuous grinds for stuff in general don't reward anyone, and instead make them think along the lines of "thank god I don't have to do that ever again". Atma farming is pretty much giving people that mindset as well because it follows exactly the same principle.
You mean back when the only two skillchains everyone cared about was Distortion and lv3 Light? And lol at you if you couldn't take part in either.You don't remember organising skill chains and magic bursts?
And were phased out of general gameplay by the players themselves at the first chance that they got.
Oh, that thing that got abandoned the moment SA Viper Bite stopped doing ridiculous damage on IT++ targets. Oh and then was expected of DRKs since they could do THF's job better than they could at 60+.Setting up SATAs
Spamming the same four/five songs out of how many that BRD had access to?BRD maintaining 4 or 5 song rotations?
Surprise surprise, 2 out of 20 jobs could self-SC. 3 if you count DRG but that was only possible with /SAM and Spirit Surge.Samurais and Blue Magics Self-SC'ing?
Your examples aren't exactly stellar displays of good combat design.