MNK's design, their attempt at making BRD a bow Mage, their attempts at trying to make Limited Jobs work, their two failed Diadem attempts, Eureka Anemos and Pagos and more tells me that the devs aren't always right and don't always get it right. Not only that, the examples I listed the devs have accepted they were wrong and listened to user feedback on it, like we are giving now. And in fairness, it happens. And I can speak as a developer, but for a different industry and well, we even get it wrong, we get feedback and make changes and we're not dealing with anything as complex with as many varied use cases as an MMO.
It's obvious the Devs don't agree, that's a moot point, we're highlighting a perceived issue and providing feedback on how those issues can be resolved and revert some of their decisions which are consider by many as bad decisions. And as we know they get feedback from the forums, they have been known to correct bad decisions or find other ways to solve problems. So yes, we'll raise points like this.
And yes I recognise not everybody finds it monotonous or as a problem. This goes right back to a previous point of mine. They could have introduced a 4th healer (and still can) with a stripped back DPS kit. It means those who liked WHM/SCH/AST with their design philosophies they had could have continued to enjoy their roles whilst those who fancied something with less of a DPS kit could have gone for the 4th healer.
The beauty of having multiple jobs for each role is that you can appeal to different people's preferred playstyles.
As for the monotony, having more abilities to use in your down time, even if you spam them is more interesting than one or two buttons being spammed.
I don't need to think about it like it's a hypothetical answer, because I've lived it and know what the difference feels like. The healer requirement was already low in Stormblood but never complained because I had the consolation there was something to break up the down time. Albeit there were still some problems.



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