
That is perfectly fine, but I feel the damage output should also reflect it.Amen. As someone with nerve damage in my wrist from a car accident, I tend to prefer classes that don't play like a concert piano recital.
If people want complex classes with hundreds of actions per minute then play one. There is no shortage of them. I just wish people would stop asking for nonsense changes for the classes that are a little more relaxed in their mechanics and rotations.
I totally disagree here. Complexity isn't a stat. We shouldn't start trying to decide how much a job needs to be nerfed because you believe it is simpler than your job. The point of balancing is to make the jobs as close together as possible, with adjustments for group utility perhaps. Some silly epeen requirement that one job do less than another because of apparently less difficulty is just silly. Do you define the percent nerf based on button presses? People should play the style that they find fun, not be funneled into classes because they do more dps due to supposed complexity, much of which is subjective.

Amazingly well said.I totally disagree here. Complexity isn't a stat. We shouldn't start trying to decide how much a job needs to be nerfed because you believe it is simpler than your job. The point of balancing is to make the jobs as close together as possible, with adjustments for group utility perhaps. Some silly epeen requirement that one job do less than another because of apparently less difficulty is just silly. Do you define the percent nerf based on button presses? People should play the style that they find fun, not be funneled into classes because they do more dps due to supposed complexity, much of which is subjective.



I agree with this 100%. The best thing one can do from a design perspective is make classes that cater to various skill/dexterity levels. Yes, making a class simpler to play than others runs the risk of inflating the ranks of said class (9-6-9 prot paladins in WoW come to mind), but it does provide something for everyone. I think we stand to gain more from that approach than to make every DPS class an experience where the player fights his/her class' mechanics instead of the boss.Complexity isn't a stat. We shouldn't start trying to decide how much a job needs to be nerfed because you believe it is simpler than your job. The point of balancing is to make the jobs as close together as possible, with adjustments for group utility perhaps. Some silly epeen requirement that one job do less than another because of apparently less difficulty is just silly. Do you define the percent nerf based on button presses? People should play the style that they find fun, not be funneled into classes because they do more dps due to supposed complexity, much of which is subjective.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

On the same token, RDM has a damn good damage up buff and a res/cure if needed. When a class has their cake and can eat it too, it skews balance as people natively want easier if it is just as rewarding, if not more so, than complex.
RDM falls into a weird spot of not as complex and has utility, but can easily pull absolutely insane numbers. Yet the team's stance (well, on paper) is that utility means less personal DPS.
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