There's certain things I think some people view as '' QoL '' that aren't, especially when it comes to merging combos and stuff like that which is more gameplay oriented.
The reality is that people would feel compelled to use it because not using it would handicap yourself, if something is borderline mandatory because it's just so much more efficient then it's no longer a QoL feature really it's just a design revamp.
This is a lesson we should've learned from boss addons as well as other addons that have become normalized in a certain other MMO, people find ways to rationalize why it's '' not a big deal, just a small QoL thing '' but in effect it's really not especially not when it actually starts creeping into the design of the actual gameplay.
I like the combo system too and I wish they'd instead do something more interesting with it ( more combos, I miss Dancing Edge on NIN but make it more dynamic with more real decision making sorta like MNK ).
If you go the PvP route then all it ends up being is a 1 button spam which begs the question why even have them to begin with, it's only a visual thing at that point there's no other purpose to it and the skill floor ( albeit low ) is completely removed.
It's not hard to see people feeling pressured into using it even if they don't want to.
Not gonna go further into this I could go on but I think my overall point is fairly simple to understand.
It's very different than something like a better glam system or more features for easier searching in the market board.
Or say a search system for teleportation.
In regards to the Healer and Job design issue I think people kinda just need to accept that they're not gonna perform as well if they don't put effort into it.
I think most reasonable people can agree that someone who puts more effort into something should reap a higher reward.
The problem imo is that not only the FFXIV devs but also a lot of other devs spend too much time worrying about everyone performing at an equal level, but players are not equal.
It's okay that players perform worse if their only interest is the MSQ and other casual content.
And if their interest lies in harder content like Savage or even Ultimate then quite frankly if they can't play their Job at a competent level they're unlikely to be the type of person to put effort into learning mechanics and practicing to begin with.
So what exactly is the point of designing the optimal play of Jobs for these players?
They can still play and making things easy achieves nothing but make their numbers appear bigger on screen, but it in turn kills it in terms of fun and engagement for another significant portion of the players.
For the former it's all take and no give, while for the latter it's all give.


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