I think the point he's making is valid - "difficulty" is based on a combination of Job and Encounter. It's why normally in MMO's harder classes do more damage, because for the average player in a given encounter, they're not going to be doing the 100% optimal output, so that 100% has to be higher than easier classes so that doing "less than 100%" is still functional/viable, even if it may be a bit lower (for the average player) than doing an easier class, where the average player could pull more performance. E.g. RDM vs BLM or SMN in ShB where RDM had a lower damage cap, but also a lower skill floor so the average player would do more damage on RDM than on BLM or SMN. This can't be too great, though, or everyone gets forced into the harder class unless it's just impossible to play.
If the overall class difficulty across the board increases, the encounters would need to be made easier since the Developer assumption would HAVE to be that most players would be underperforming either mechanics or output (or both). It's one of the reasons that encounters and Job kits have changed over the years. BLM's turret playstyle worked with simple boss fights without requiring a lot of movement, but as the movement got heavier, the average BLM couldn't keep up, so they had to be given tools to compensate, like Triplecast. You can argue proper use of Triplecast is a skill, but the point is, they only had to add it BECAUSE encounters didn't allow as much static casting. You also see this with Healer kits where they've gotten a lot more instants - even WHM's Afflatus abilities which are Spells (GCDs) not Abilities (oGCDs) were made instant cast so they could throw them while on the move.
Fights are considered harder or easier - and balanced as such - based on the Dev perception of the average difficulty of Jobs, as is Job balance, ultimately. I'm not sure if RDM or SMN do higher theoretical DPS, but SMN sure has a higher average performance. Same with WAR vs Old PLD (or, really, any of the tanks - WAR's spread between lowest quartile and highest is narrower than the other Tanks)
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I get you're saying they don't HAVE to be, but in practice, they are in a somewhat complex dance.
EDIT:
I do feel ya on this one. I just like lower APM Jobs since I've never liked twitch gameplay, and certainly don't like it any more now that I'm not 13 anymore. XD
But I think the point is a valid one that there ARE a few other BLM-like Jobs in the game. MNK and NIN are both at that level, arguably AST as well between its burst and its main healing kit working best when executed preemptively. There used to be one for each role (other than Ranged) between Old PLD(/arguably DRK at one point), AST(/arguably SCH), MNK/NIN, and BLM (/SMN before EW)
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Yeah, but that's generally people who like complex Jobs wanting every Job to have complexity and trying to sell the idea as "well, you can do decently enough playing it simple", which isn't the same thing.
Honestly, many Jobs already WERE simple, so keeping them such would largely solve the issue. For example, even in HW or SB, the "height of Healer complexity", WHM was really no more complex than it is today. It had a second DoT with annoying timers. Aero 1 upgraded to Aero 2 outright with 18 sec duration, and Aero 3 was an AOE DoT (and single target gain). It lost one AOE DoT and got Misery, which actually has some optimization on its own, so that was more a side-grade. Aero 1/2 went from 18 to 30 sec duration, but that was a bit more streamlining clunk than an increase in complexity (like Dia today, it was a fire-and-forget DoT which had no interaction with the rest of the kit in any way). Going from HW to SB, it saw the cast-time Aero 2 (it only had Aero 1 and Aero 2) side-grade into a cast time AOE Aero 3. So in that sense, it was also a side grade. The legendary Cleric Stance was converted from a toggle into a CD, but as I've said before, Cleric Stance is the most rose tinted goggle ability in all of MMO history, as it kind of sucked for WHM anyway.
So in strict terms, WHM has always been more or less as simple as it is today, with the only significant difference being in the past you might have hit Aero a few more times per minute, on the order of approximately 1.8 times more, which isn't exactly a step up in complexity. Not to mention that you now press 3 Afflatus abilities + Misery in a 1 minute timeframe, essentially making up for most of the extra button presses of the era. That is ~2 (slight less than 2) less Aero 2 casts and ~3 (slightly less than 3) Aero 3 casts are replaced with ~4 total Afflatus casts. The key difference being you had to GCD heal quite a bit more back then since there were less oGCDs. But in simple terms, WHM had a similar skill floor and ceiling then and now. You can argue Solace and Rapture aren't DPS abilities, but they are used as such in modern high end content. If anything, this actually makes WHM slightly less intuitive (and thus slightly more complex) in EW than in SB.
We can go back and look at more Jobs, but honestly, MOST Jobs in the game were simpler in ARR, HW, and in SOME cases SB than they are today. Others were more complex. EW SMN is approximately as complex as ARR SMN, they just focused on different things (ARR DoTs vs EW direct damage spells), it's just SMN got more complex each Expansion after ARR up through ShB then had a "record skip" back to simple. RDM was simpler in SB and arguably ShB than in EW. On the other hand, AST, MCH, and DRK were more complex and have been made simpler over time vs their original incarnations.
So one solution would be to simply KEEP the simple Jobs simple and KEEP the complex Jobs complex. No skill floor/ceiling changes needed. I suppose they could lower the skill floor on some of the super hard Jobs to make them vaguely more approachable, but I'm not sure it's really necessary. Provided there's at least one Job from each role that is simple and one from each role that is complex, with the rest falling somewhere in between, that's honestly probably the best solution. Keeping simple Jobs simple and complex Jobs complex also prevents the problem of people having a Job yanked out from under them like ShB to EW SMN had happen to it.
And part of THAT can be done by getting rid of this cursed 2 min meta - PLD wouldn't have needed to be changed if the 2 min meta didn't exist, for example. (You can argue it didn't NEED to be with it, but without it, it would have been far easier to keep old PLD and make it work than in our world of the 2 min met and it being incompatible with it.)
Where did I say "to play a job decently"?
I don't believe that's what I asked...
Who get that information...from.........
Okay, several questions:
I didn't say EASY, but it should be doable without needing any out of game resources. Many single player RPGs actually have some pretty crazy stuff that you can do, yet people can figure it out based on in-game resources as they don't have things like parsers or theorycrafting scenes or whatnot. I would say SOME should be easy, but some should not. In FFTactices, for example, you can make a lot of powerful Job builds pretty easily, but you can also go ham into some pretty insane things if you really want to push it.
No, it doesn't "sound dull and limited". That's your projection based on incomplete information and an assumption that simple is automatically dull and limited and complex automatically interesting and expansive, neither of which are true.
As for where to put the bar - that's the reason for having different Jobs simply have different skill ceilings, with some being very low and some very high.
And no, it's not "lower the skill ceiling so hard that it's frightening". As I pointed out, WHM's skill ceiling was remarkably similar to today in SB and even in HW with old Cleric Stance. There's no "so hard" to merely keeping it the same and keeping some Jobs low while others are higher. Diversity is a good thing, sometimes, ya know?
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And yet, you couldn't answer any of those questions, and you dodged the question entirely. Good job.
I rest my case...
And, as I noted before:
Look up the definition of projection.
Then look up the definition of Freudian Slip.
Good for you?
I didn't ask about BLU, though...
Basically, you avoided answering the questions - which points out what I was trying to point out; that Jobs are already too complex for the average player (or even above average ones) to figure out directly on their own - and you dodged them because that's...well, that's the case. And I think everyone knows it. Jobs are complex enough that optimal performance requires a lot of add-on tools and normal players to consult theorycrafters who have done the hard work for them. At that point, all you're doing as a player is working on muscle memory and a simple to understand, cultivated priority system presented to you by people who did the hard work.
I'm kind of tired of people claiming that Jobs are "easy" who aren't really doing most of the work to establish them.
Maybe you're one RARE exception to that rule (I doubt it, based on you being unwilling or unable to answer the questions), but for the average player, and even the average person calling Jobs braindead and easy, they likely are not.
The only real exceptions to that are probably SMN and Healers. MAYBE WAR.
Which is fine. If they maintain one Job per role being simple, one per role being complex, and the rest being somewhere in between, that would probably be best for the game.
Last edited by Renathras; 02-22-2023 at 05:31 PM. Reason: EDIT for space
Yes, I understand the point he's trying to make, I just think it's reductive.
Which is why I told him I just want a greater variety of complexity. Preferably introduced with new jobs, and without unrecognizably altering old jobs.
I can't speak to MNK because I haven't played it much due to ping, but I've played every other job a lot and they really don't even come close to your range of options on BLM when approaching a fight, nor do they demand nearly as much of your positioning if at all.
I didn't realize you wanted me to jump through your RDM optimization hoops after your paragraph of "The answers, btw, are:" my bad? I usually read a whole post before responding, didn't realize this was a strange thing to do.
Not doing the optimal rotation for a given job in the third (debatably) hardest encounter the first time through =/= inability to optimize or understand a system. Sometimes I played around my party, sometimes I just made a mistake. Either way not sure how that goes against my claim that I did the fight without the Balance to guide me.
I'm aware of the definition of projection, which is why I insinuated it when you went on and on assuming that I wholly rely on other people to solve the game for me.
You didn't ask about any particular job, so I figured the job with more complexity breadth than any other by virtue of its spellbook system, and that fills three roles, would be a sufficient example.
If you mean that it feels extremely annoying not being able to master a job because the ceiling is too high, I can relate. This is one of the things that keep me away from current MNK and BLM, which I do believe have an almost infinite skill ceiling (esp BLM). I just don't like it, and maybe that's an ego thing. I also feel these designs weren't actually tailored to works with those ceilings because they definitely feel unintended (at least for BLM transpose lines, or like the old MNK double TK rotations back in SB that were only discovered by western players that looked at weird JP parses mid expansion). But anyway, I don't like not mastering a job, and that's what keeps me away from those very few I can't, but it doesn't mean I should suddenly wage a partisan war to remove or lower the ceiling for those who enjoy it. It's just wrong morally. And here I'm not talking about jobs I don't click with, I'm talking about absurd skill ceilings.
It's a me problem, not a job flavor problem.
While everyone will have their own personal experiences of what they consider to be 'easy' and 'difficult', I don't think this is something that the dev team should ever offer an 'official' commentary on. The problem with the mindset that 'this job is officially harder to play, therefore is more powerful' is that you have the dev team officially sanctioning a balance discrepancy. Which means that players aren't going to want to play or take the officially sanctioned weaker job.
The entire point of having job variety is to let players find a job design that clicks with them. As an example, I personally don't find any of the current healers or magical ranged dps jobs to be interesting. But if you offered me the right job design, like a melee-based healer (Quarterstaff please) or perhaps a DoT focused Void Mage, I wouldn't mind swapping roles for an expansion just for the experience. It keeps the game fresh when you're playing it for 10+ years. If I had to main tank for another expansion I would have definitely burnt out.
Now if you turned around and said this same job is 'officially' easier to play as per the dev team, and therefore will always be underpowered when played optimally, it might as well not exist. Why would I invest my time into a job that the dev team is deliberately making inferior to the alternatives? I generally ignore the discussion around 'complexity' because it's rubbish and only gets trotted out by players to defend balance inequities when they aren't confident in their own ability to perform in a fair fight. But when you have a dev team supporting those inequities it's significantly worse, because you know those privileged jobs will never lose their advantage.
This is also the crux of why players get annoyed at the sub-role balance within DPS. Physical ranged players don't stop and cast spells, so therefore they are 'officially' intended to be 'inferior' to magical ranged. This is such an absurd design mindset. I think the proc design on ranged jobs is actually really interesting. But why would I ever waste my time playing a sub-role that is officially sanctioned as weaker, and only gets brought to fill a mandatory slot on the roster?
I understand that not everyone wants to necessarily challenge themselves. But that's why performance within a job is always variable. And that's why you design job mechanics such that you're still rewarded for playing effectively, but not overly punished for making mistakes. You could argue that there's a case to make for Talent Trees if you want to create a 'less punishing' version of a job that has less inherent risks in the rotation, but either way it should be an internal option within the job that lets you still be competitive if you want to be.
Last edited by Lyth; 02-23-2023 at 04:44 PM.
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