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.