Quote Originally Posted by RaevusAstra View Post
The counterargument to this is that if these abilities are in preparation to 7.0 and future expansions (aka the next ten years), the team would not want to spoil players into the changes they have in mind years before they get to show them off. Gotta understand that game devs want to surprise their players all the time.
Uh, no offense dude, but like... that's not a good way to go about anything.

I've said this in another thread, I don't remember which, but surprises are fine. But if the surprise is years to come, then making everyone unhappy in preparation for that is not good planning.

A change like this should have something ready to replace or make up for it and the changes that were made are not a real compromise or compensation to what they've done.

So if the plan is to surprise players in 7.0 with a grand rework to how the system works, why are they starting so early as 6.1 with just a single job? It's like 6.0 all over with the tanks, except instead of neglecting one in favor of the rest, it singled out one while leaving the rest alone.

All the tanks got so much sustain and mitigation at the start of 6.0 it was awesome..... except for DRK. But DRK finally got something in 6.1 so yay? It's now slightly better at surviving.

In this case, SAM lost a part of itself while the rest of the jobs got QoL changes. Cool, so why is SAM braindead and boring and flat? It was too varied because of RNG? It was too strong in the burst window the devs forced upon the entire job design? SAM was always about using a few hard hitting attacks with a long build up. So naturally that was bound to happen.

If they simply reworked how certain skills and abilities interacted with one another, perhaps we wouldn't all be here complaining about all the other ways it could've been done.

Currently we're sitting here looking at the surprise left to us with a dull face going "Thanks, I hate it."

That's not how you build anticipation or faith in your consumers.