Quote Originally Posted by Shironeko_Narunyan View Post
If you watch the numbers, which is obviously what's informing SE's design decisions, you'll find that the number of players running MCH has gone up.
That's irrelevant to my point, though. You're assuming a warrant's correctness despite its obviously being in contention. Being absent of weaknesses, even if it saps a great deal of complexity, will almost always end up more broadly popular than what is produced by distinct and thematically cohesive design, yet classes with some of the greatest player satisfaction levels (or otherwise seem to be most deeply appealing) here and in other MMOs, especially among long-term players of those classes, tend towards the latter. That Class X has more players now, especially when handily ignoring a hefty population increase over the same period, does not remove the question of whether a job's appeal should be measured solely by, say, the number of players who have level-capped it.

Personally, I would rather have 6 jobs that appeal to me deeply than 12 that appeal only to a shallow degree.

Yes, metrics applicable to depth rely on player perspective, as opposed than breadth's more easily gathered measurements such as level progress, achievements, or trackable playtime (even if the latter requires a great deal of sorting and categorization to render any useful information), and therefore have far smaller in-practice sample sizes, but that doesn't mean depth of attraction should be considered irrelevant.

Quote Originally Posted by Shironeko_Narunyan View Post
SMN is getting their rework right now, and you bet that, no matter how it will turn out, there will be long complaint threads on this forum, and chances are high that aforementioned poster will be heavily involved again, as indicated by their post history.
You say this like it's something hypocritical, skewed, or otherwise irrational. It's not. They had something they liked and a direction for the job they enjoyed that would seem to indicate a path forward that appealed to them. That job and its path were changed significantly, favoring a direction that aligns with trends worrisome and dislikable to them. Why should they not complain?

Yes, every preference, every relevant thing one could ever like or dislike could be called a "bias", but why the heck shouldn't someone argue for what they like, especially when systemic constraints would appear to undervalue the position they share to the advantage of positions which would squelch it? Their post history shows consistency to a particular preference.

Perhaps that preference in turn comes from a particular principle or two. Perhaps it's eclectic. The difference matters little. It's a preference they're free to argue towards, and I would think their consistency would make for a better landmark for the job's discussion than it everyone were to embrace the new and work only to address its last few pain points. (This is not pointed at you, Kabooa; your second point there, and indeed the way you treat job design in general, obviously shows greater patience and interest. I speak only of what's generally been attempted to head off discourse among Monk, Bard, Summoner, Dragoon, Machinist, Dark Knight, Warrior, and Healer mains.)