This is feedback for the FFXIV devs about the state of the game: job balance and identity, and player retention. The devs have over-balanced and homogenized most of the life out of the game's jobs and battle content. Quality of life changes creep into outright gutting of what made each job unique. It's heavy-handed.
I've been playing since the beta for ARR, watching the game grow and recede over the years. Casual content like expert dungeons used to be far more demanding than they are now. This led to players excluding others and gatekeeping: requiring relics to farm the level 50 Amdapor Keep dungeon for weekly tomestones. The devs didn't like this, so they responded by easing up on the game's difficulty over time. Whenever a job had a reputation as "difficult" like the original AST with their old cards, the same thing happened. The devs' response to any sort of player tension has historically been to nerf content, or to overcorrect by balancing around less experienced players. They will rarely leave something as it is, such as the final 4.0 trial at level 70 on Stormblood's release.
What I've noticed is that there's less general tension with random players in DF these days. In the old days, it was a coin toss whether or not we would get through a simple roulette. Thanks to additions like the Hall of the Novice and other quality of life changes, the game is streamlined. DF is far less of a headache than it used to be several expansions ago. This is great for new players who want to learn and stick around, and for veterans who just want to quickly finish content and go on their way.
The problem we've run into today is the near-absence of tension. The game is now stagnant and afraid to change. The devs don't want to risk any repeats of failures from the past -- for FFXIV or Square in general. This paralysis isn't a good business model.
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Job homogenization and loss of unique identity
As many of us know, Shadowbringers homogenized a lot of the jobs in the game. I think the devs saw the explosion in player population around this time, and started to believe this was a step in the right direction. Endwalker even continues a lot of the same trends introduced during Shadowbringers. But Shadowbringers' success had little to do with job gameplay. The game was in the right place at the right time with the larger WoW exodus. This expansion's story is also beloved within the community. I won't get into the new writing conventions we've seen with the story since then with Endwalker, but there is a parallel here. This new convention of leaning into fanservice at the risk of alienating older players who don't care for it. We're an inflection point of a pre-ShB vs. post-ShB playerbase, with some in the middle who just tolerate things as they are now.
Stormblood was arguably the precursor to this homogenization with the introduction of job gauges. At the time, they were neat UI additions that gave many jobs a quality of life boost. Now every job must have a job gauge. Even if it's mostly useless (scholar).
The problems boil down to the devs stripping away job identities over time. Dark knight lost its unique gameplay with skills like the original Dark Missionary, Sole Survivor, and Blood Price - and they no longer had to manage MP, which made it stand out from the other tanks. All tanks had their similar defensive cooldowns boiled into role actions. Astrologian lost its unique cards in favor of soulless Balance copies that all increase damage. Scholar had its DPS spells gutted, with Eos and Selene dumbed down into identical copies of one another. Multiple melee jobs had their positionals cut down and others suffered skill removals for the sake of avoiding "bloat" (SAM - Kaiten).
The summoner rework is emblematic of this entire philosophy of dumbing down the jobs in favor of...what, exactly? An easier job that more players can pick up and play? The job identity for summoner right now is excellent. It's actually a summoner. But the devs have alienated older summoner players to boost their internal stats saying that more than X% of people play the job now. They favor the cold, hard statistics over the spirit and culture surrounding each job. They seem to believe their duty as the developers ends at a perfect balance between all jobs in the game. There's more to it than that.
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Ideal job balance: low skill floors and high skill ceilings
The devs need the jobs to be perfectly balanced. They don't want the nightmare scenario of AST or WHM or PLD or whoever else getting excluded from entire raid tiers because of underperformance. That's their goal. But our goal is to play jobs that are fun. Jobs that continue to be fun throughout the constant repetition of the same content week in and week out -- until the next patch update. "Just take a break" doesn't change the fundamental issue of bland gameplay and the illusion of choice between each job.
Every job is easier to balance when there's little variety to balance around. Can't balance an encounter around AST randomly drawing old Arrow to boost attack and spell speed for their party members? Just change Arrow and every other card to boost damage, and ignore frustrated players abandoning the job. Can't balance dungeons around scholar having the freedom to keep DPSing with Miasma II, Shadow Flare, Bane, and a competent healing/buffing fairy? Just gut their pets to be exactly the same, remove their other DoTs other than Bio, and force them to spam Broil/Art of War like the other healers - and, again, ignore disgruntled players abandoning the job.
I'd say the only job that doesn't suffer this issue is black mage. BLM has a low skill floor and a high skill ceiling. The job is easy to pick up but difficult to master. To correct the ongoing issues with homogenization, this could be the model and the standard to balance more jobs around. Not every job needs to be this way, but we could benefit from additional options like this.
The homogenization we have right now should be the new base. Add just a bit more complexity by returning some of what made each job unique. A good example is how each job plays in PvP these days. I only enjoy PvP because of the unique job identities and skill expressions -- not because actually like PvP. For PvE, give DRK its old job identity back and stop relegating it as a WAR clone. Give each healer back what they lost before. Give SAM its Kaiten back -- and stop hoping players will just "get over it." Because after everything fun and unique the devs have removed, soon there will be no more just "getting over" things. Veteran players will have no choice but to unsubscribe.
Personally, I love sage. I'd be happy to see it improve with the changes I propose below. But I'm jaded. I'm concerned that the devs will dumb down the job at some point. I'm tired of switching mains within the healer role -- first SCH, then AST. I even switched to tank main during Shadowbringers. If the same thing happens with SGE, I'm done.
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Unengaging jobs balanced around the lowest common denominator
And if balance isn't the issue, then the devs will insist on balancing jobs or dungeons around the least experienced players. That's fine up to a certain point, but not for everyone else. Why should we all have to play with training wheels on? Yoshi-P tells us to go play Ultimate if we want something more "engaging." This ignores the heart of the problem. The foundation for most jobs is still bland whether it's Sastasha or The Epic of Alexander. Healers are still only healing scripted damage and pressing 1112111 during downtime. Tanks either use all of their cooldowns or just invuln tank busters. DPS have the most variety, so of course it's the most-played role in the game. Or in any MMO.
There's more than enough feedback on this already, but this is a way to address the low skill floor and higher skill ceiling: add some optional DPS rotations for healers that are in-line with their unique job identities.
If button bloat is an issue, find a way to work around this. I never cared for how clunky Cleric Stance was back in the day: having to wait precious seconds to switch back and forth. A less clunky Cleric Stance that changes our hotbars to new damage buttons would be a decent compromise. We already have this functionality with the old pet bar for ACN, SCH, and SMN. We still have it with the magitek mounts in the Praetorium that change our hotbars when we're riding. Let us press a simple button to change hotbars.
Give WHM some DPS spells like Flood and Tornado and Quake and return the AoE Aero III. Give AST more starfall spells like Macrocosmos for DPS, make their cards more interesting, and give back their old tools like Time Dilation to really drive home their identity with support skills and skillfully-delayed heals. Give SCH their Bane and DoTs back and return Eos and Selene to how they used to be. Give SGE more Greek-inspired doctor spells for DPS. These can all be entirely optional. Anything to heal our current monotony in every single piece of content in the game, from level 1 to level 90.
Please.
We don't need to change the scripted battles. We don't need to copy the job model in FFXI where each job is extremely unique, but at the cost of wonky balance and a rigid meta that excludes certain jobs from content. We don't need to change our years-long meta of red DPS, blue DPS, and green DPS. I can accept nearly every design decision in the game: single-corridor dungeons, the same old tomestones and weekly lockouts, and so on. I feel a limit creeping in with the boredom in locking us out of our abilities when syncing down for lower level roulettes -- again, for balance. This is something I tolerate, but I would like to see change. If only to encourage more people to queue for roulettes.
I have to draw the line at job identity and skill expression. The least we can have are unique jobs with distinct identities from one another. Jobs that play differently and aren't afraid to be different. There's more work involved with balancing jobs that are easy to pick up and difficult to master. But, again, that is part of the devs' jobs. Balancing jobs that are, in fact, balanced -- and also fun and unique to play. Jobs that are varied enough to where players can take off the training wheels if they want to.
I hope that the devs can find a new balance philosophy around this idea. This idea of reimagining more jobs with a unique identity that are easy to pick up and difficult to master. Placate both new and veteran audiences by giving us this gameplay flexibility. Because eventually, the new players may reach a point where the novelty wears off. They'll reach this same boredom and also start to unsubscribe. That would be a waste.