Results -9 to 0 of 4236

Threaded View

  1. #11
    Player
    Rozeee's Avatar
    Join Date
    Dec 2022
    Posts
    72
    Character
    Lala Astera
    World
    Sophia
    Main Class
    Warrior Lv 56
    Quote Originally Posted by Somnolence View Post
    SE is trying to make this game for everybody
    Encounter-focused design is just the natural logical conclusion from the game separating the playerbase so rigidly like this. Player X can only do content until ex., player Y can do content until Savage, etc. This system only works until we get to the shared factor which is the job itself. This is honestly one of the main sources of conflict within the playerbase. With that being said, I am utterly confused on why the solution isn't to make the playerbase separate itself by the job they can play, but instead make the jobs so simple and so lacking in differences that job selection hardly matters.

    It's not as if people struggled getting through the MSQ in Stormblood or even Heavensward, so who was the changes for? High-end players didn't mind optimizing the jobs, casuals wouldn't care that much about maximizing their performance. Is it for people who just didn't want to put in the effort yet still feel entitled enough to play every job at a high level? More difficult and punishing mechanics isn't even fun. I still have fun trying to keep melee uptime for the last boss in Dead Ends (the part where Ra-La prances). Could I say the same for my 5th time doing Pangenesis?

    I would even go as far as to say, jobs being this simple detracts my enjoyment of the encounters itself. I think Living Liquid in TEA is a well-designed phase that still holds up today (as a healer), but my kit is so aggresively unfun that I can't even appreciate that design, just wondering when I can finally be done with this so I don't have to press 1 anymore.
    (11)
    Last edited by Rozeee; 05-23-2024 at 02:38 PM.