Let me preface this thread with a series of related questions stemming from the primary inquiry:
Why do you play your class?
Is it because the gameplay (or flow, etc.) appeals to you?
Would you continue to play that class even if it wasn't the "top dps"?
Would you continue to play that class if its gameplay lacked fluidity?
To quote one of the official translations from the latest live letter:
Q5. It was explained that in Patch 4.0 the focus was to reduce the large DPS disparity, but certain jobs feel more reliant on player skill than others. Are certain jobs intended to maintain that difference?
A5. One of the main concepts of FFXIV is that “when playing a job, you experience the uniqueness of that job.”
Due to this, there is a difference in difficulty between the jobs, and it used to be that higher difficulty meant more DPS. We will be scaling down this factor.
Let us suspend our disbelief and for a moment imagine that Square could perfectly balance all of the classes (although for the purposes of this thread, we will be speaking strictly of dps). For example, if someone ran a parser, they'd find that each dps class would be within +/- 5% (let us attribute this discrepancy to differences in player skill) of each other in terms of total damage dealt.
To the more "hardcore" players, I imagine a +5% difference in dps might be an unsatisfactory reward for the depth and understanding that they've put into honing a certain class's rotation. However, would that pittance be enough to deter you from FFXIV? Would having your class's skills be interesting and enjoyable to execute sweeten the deal?
Looking at the quote from the recent live letter, it seems fairly clear that the goals of Square are twofold:- have each class bring a unique gameplay experience
- close the discrepancy between casual and hardcore players
Before going any further, I must disclose that I've been a MNK main for the majority of my time spent in FFXIV. I chose MNK because I usually gravitate towards melee/fist classes; it wasn't until later that I fell in love with the fast-paced nature of MNKs. I started about 10 months ago, so I can't attest to any balancing issues there might've been before then; therefore, any ensuing comments mentioning those times may be lost on me. And speaking of recency, it wasn't until maybe four months ago that I was introduced to the concept of parsing. I had chosen to main a dps class, so it seemed wise that I should start parsing to see exactly how much I was contributing to each fight.
Taking a closer look at where I stood in the pecking order made me reexamine what I thought I knew about MNK and its rotations and openers. The months of experience I've had with the class made it relatively easy to adjust my inferior rotation, and before I knew it, I was at the top of the charts for most of my encounters. What I came to understand about MNK was that it was a hard-hitting, fist-slinging, mobile class with strong DoTs and respectable AoEs. Being satisfied that I knew the class like the back of my hand, I decided to try said hand with a different class, MCH.
Unlike my MNK, I leveled my MCH solely through PoTD, so my experience with the class was severely lacking. It wasn't until I was grinding A1S for my Anima weapon that I was able to perfect the rotation allowing me to hit 25k Wildfires***. While I don't have the same depth of experience with MCH as I do with my MNK, I can confidently say that the two classes are decidedly different in terms of gameplay. Range and the freedom of no positional skills are two of the more glaring differences, but where MNK was more structured in terms of its rotations, MCH felt more like a game of whack-a-mole due to the "proc" nature of its weaponskills.
***Note: I just wanted to stress that it was very, very fun to nail the rotation for the 25k Wildfire, and that it was incredibly rewarding to see that number float up.
It was thoroughly enjoying, rewarding and refreshing to experience such a distinctly different class. (As an aside, I've refrained from mentioning my time spent learning how to tank on DRK, but suffice it to say that it was also an enjoyable experience.) Now let's take a step back and revisit parsing. By the time I was grinding A1S on my MCH, I was very familiar with the process, and I noticed that despite frequently topping the charts, my MCH did not do as much dps as my MNK (there was about a 300-400 dps difference if I remember correctly). With that being said, I still enjoyed playing both classes, and I believe I still would have enjoyed playing both of them if Square had homogenized their dps output - just based on the fact that they offered such different playstyles.
With the release of the Stormblood, I was hoping that my favorite jobs would receive some added complexity and/or interesting skills to accompany the increased level cap. Unfortunately... As much as I would love to expound on how Square's delivery of MNK and MCH have been deeply disappointing and upsetting, it seems I have already done so vicariously through the threads and comments of other forum users. It's what spurned me to create this thread in the first place.
I was so disappointed with MNK that I decided to level up some other dps classes (namely DRG and SAM) to see how fluid their gameplay was. What I found was that they weren't as distinctly different from each other as I found MCH and MNK were (although that's pretty obvious considering that's a ranged vs melee comparison). DRG seems to follow an even more combo heavy rotation with a fair bit of ogcd weaving and SAM seems to be an amalgamation of DRG and MNK, building up resource and expending it depending on what cooldowns are up. More importantly to the thread at hand, DRG and SAM seemed very fluid in their gameplay. I understand this is a completely subjective observation, but if those of you who've had experience with (at least) these three classes could provide input, that would be a great avenue for discussion. Despite sharing the occasional positional requirement and the standard 1,2,3 combo structure, DRG, SAM and MNK all maintained a unique playstyle.
(As you may have noticed, I've only dabbled in melee dps classes, so if you DoM forum users could provide some insight on differences between caster classes, that'd be much appreciated.)
So my final point is this:
if Square homogenized the damage across all dps classes while having each maintain a unique and enjoyable playstyle, would that be acceptable?
I know this may be a rather long-winded exposition, but I hope it serves to illustrate a point on job identity and complexity; and I hope it also serves to catalyze a civil and constructive discussion.
Thank you for your time.