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  1. #1
    Player
    Dahlinea's Avatar
    Join Date
    Jun 2015
    Posts
    142
    Character
    Dahlinea Thriss
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Renathras View Post
    ...
    And you're failing to understand that no Colourful Mage the devs introduce will stop people that play SMN to complain about its "no effort" state (because "braindead" is offensive, apparently, despite being the right word for the job right now).
    People been justifiably complaining about this trend of the devs in over simplifying job core mechanics for some time now. Now we get an extreme case of a job being reworked and getting all its verticality removed in the process and FOR ABSOLUTLY NO REASON. This is no accessibility at all, for those who want to claim it as such, and people already gave examples of jobs that feature a better a idea of accessibility, like DNC or RDM. The job needed fixes to pet actions' responsiveness and an eased opener, which nearly every old SMN player agreed about it.
    The devs created the right tools, the good animations and you can see traces of feedbacks the players gave for the job in the past, but the execution of the job they put out is terrible, the baseline being is your near best approach to the job, leaving no room for players even trying to extract more of it besides one or two tweaks.

    You call our arguments subjective but all you did up until now is using your biased conceptions of what the jobs should be as something objective. You're being subjective as hell for the most part of this thread as well.
    Also player count doesn't mean anything. If it did, BLM would've been reworked to be a braindead job ages ago.

    Quote Originally Posted by Renathras View Post

    Who are you?

    I don't know man. You said I was like a cultist or something back there.
    (13)
    Last edited by Dahlinea; 03-08-2023 at 11:09 PM. Reason: To add more content.
    It's all just Ruin.


  2. #2
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    [EDIT: Actually going to put this up front because I think this IS important and a perspective often missed a year on:]

    Quote Originally Posted by Dahlinea View Post
    And you're failing to understand that no Colourful Mage the devs introduce will stop people that play SMN to complain about its "no effort" state (because "braindead" is offensive, apparently, despite being the right word for the job right now).
    Then the complainers are hopeless, I guess. /shrug

    The irony to me is, there were some pretty famous SMN players that played SMN in the media tour and were saying it was what they've wanted SMN to be forever and were so happy the Devs took the feedback and made it. So this cuts both ways.

    An example here, and the first person I saw review SMN for EW, Larryzaur, SMN since ARR: https://www.youtube.com/watch?v=-uk-4VaET6A

    And another: https://www.youtube.com/watch?v=cNG1QNQPlNE

    And note from all the comments: Not everyone just hates the Job, either. A lot of people were stoked both before it came out and after.

    .

    Quote Originally Posted by KatherineOrnitier View Post
    Each role should have Easy, Mid and hard/complex job when it comes to it's rotation.
    And they all should be rewarding when hitting your buttons correctly. But the hard/complex jobs should reward a bit more. Either in damage, utility, etc.

    The problem I have is there is that they're simplify jobs while also doing the same to the encounters.
    And yes I know they have ult for hard encounters but that doesn't fix the job part.
    There should be a flow of easy to hard content and easy to hard jobs. And they aim the easier one towards new players so they're not overloaded.
    I agree with this with the caveat that it should always be utility. Something we've learned is that Jobs that don't meet the damage are blacklisted, so that's no go. Harder Jobs can't be rewarded with extra damage, but they CAN be rewarded with extra utility.

    In ShB, SMN was harder than BLM, but didn't do more damage (it actually was balanced around doing a little less - they kept nerfing some potencies whenever it would nose passed BLM), but it offered some healing, a party damage buff, and a battle raise.

    The balance should ensure that everything is VIABLE for clearing the content (damage), but allowing harder to execute things some additional perks for that difficulty - but with the caveat that when not played well, they'd be outdamaged by the lower skill Jobs.

    Quote Originally Posted by Ggwppino View Post
    There are a lot of people playing smn in casual content. And it would be strange otherwise, the titan's ass is so beautiful.
    You know what?

    I'm just going to stop here because I think this is something we can all agree on.

    [Though I'll note - no, I don't get a "sense of fulfillment" by mastering a DPS rotation. My sense of fulfillment comes from clearing encounters and executing mechanics, not from spending hours on a target dummy to the point I remember my rotation just like pressing 1111 and it's become second nature. I get zero satisfaction from DPS rotations in a general sense. None. I like some spell/attack visual and sound effects - using 3x Atonement on PLD feels good to me because I love how visceral the sound of the slashes is "Shunk....SHUNK!!", and likewise Double Down, the big red X and massive explosion sound...but I could not care less that it was "perfectly executed" or not. I like how some abilities combine together like Recitation, Adloquium, and Deployment Tactics on SCH, for example, but because of how they combine, not because they're a "rotation". I derive no joy from that aspect at all, no. Jobs like SMN allow players who don't care for that "feeling" to still execute them at optimal levels and do the actual things they enjoy with them. This is why one should exist in each role...but no more than one, because more isn't needed. The rest can be as complex as desired and it doesn't matter. I've played most Jobs in this game, executed "the perfect opener"...meh. It's not hard, it's just...boring. Tedious.]

    .

    We aren't going to agree overall, and that's fine. My point's been made:

    There's no reason that all Jobs DO need to have high skill ceilings AND there's nothing wrong with New SMN.

    We agree that Old SMN should be in the game in at least some form, and we agree that Titan's ass is majestic.

    Quote Originally Posted by Valence View Post
    incomprehensible tirade
    Yawn.

    Not interested.

    You refuse to answer simple questions and just make personal attacks. When you're ready to try answering the questions, we'll continue. Here are the questions, with nothing else here since you get so easily distracted and take any advantage to avoid them, so I'll give you nothing else this time:

    Why must all Jobs have a skill high skill ceiling?
    Why is that important?
    Why is that necessary?


    Quote Originally Posted by Dahlinea View Post
    You call our arguments subjective but all you did up until now is using your biased conceptions of what the jobs should be as something objective. You're being subjective as hell for the most part of this thread as well.
    No, I've justified my reasoning. I've said WHY there should be an easy Job in each role. I've cited statistics that we DO have access to - that is, data/facts. Neither of these things are subjective.

    Meanwhile, when I ask for the WHY from anyone on the other side, I get either shoulds (from the more cordial and rational people) or insults (from the less cordial and rational people). It'd be one thing if I just said "there should be easy Jobs", and left it at that. But I haven't. I've said why it's important, what an easy Job in each role accomplishes, and cited data showing that the playerbase in majority also wants easy Jobs to exist. The only should that I then apply is that we shouldn't do something that the majority would find disagreeable.

    Quote Originally Posted by Dahlinea View Post
    Also player count doesn't mean anything. If it did, BLM would've been reworked to be a braindead job ages ago.
    Where did I say playercount means Jobs need to be reworked?

    I'm saying if a lot of people are playing a Job, they PROBABLY enjoy it and it's PROBABLY not hot garbage.

    Quote Originally Posted by Dahlinea View Post
    I don't know man. You said I was like a cultist or something back there.
    Source?
    (0)
    Last edited by Renathras; 03-09-2023 at 02:50 AM. Reason: EDIT for length

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,108
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Dahlinea View Post
    like DNC or RDM.
    ( I agree with your post )

    I guess I'm gonna be pedantic while we're at it, but in my eyes the only saving grace of DNC is its priority proc system that constitutes its sole source of mechanical intricacy. Everything is extremely straightforward, even the base procs out of the burst, where one just needs to press what lights up without thinking much. Where it becomes a little bit more involved is during the burst combined with Feather charges and Devilment that will fill up your OGCD slots and need to be cautious not to overwrite (flourish + Fan Dance III), while very randomly filling the gauge and asking the player to keep an eye not to overcap esprit. Besides that burst every 2 minutes though, there is literally nothing more to do than for current SMN, with no casts to boot.

    DNC actually is a good example of jobs that have lost a lot of ceiling and complexity since the last expansion and 6.0:

    1) EW 6.0: No more AoE melee standing independently from their single target counterparts during bursts with flourish, which is obviously to make room for all the new GCDs to cram into the window, so it makes sense, but on the other hand it removed a lot of melee uptime shenanigans (not that it would have mattered much with those new hitboxes anyway *cough*).
    2) EW 6.1: Standard Step "standardized" enough so that its potency isn't much of a huge gain compared to the standard core skills which makes drifting it or the whole rotation less of an annoyance and makes the job more fluid and flexible (and a LOT less annoying on the sks thresholds to respect, it used to be even more obnoxious than MCH).
    3) EW 6.1: No more proc overwrites from flourish, which is a huge downgrade in complexity since you had to make sure before that to keep enough esprit to fill the last GCD before a flourish in the case of not having any proc to spend.

    Now, I'm actually pretty happy for 2) because those long cd skills are extremely annoying and tend to work against their own rotations and sks, and not too miffed about 3) either, but when it comes to all of those, they remove a lot of ceiling from the job to a point where the only thing it has more compared to SMN is procs and charges.

    Just a lot less happy with the loss of the old hybrid single target/aoe melee procs that imo were a lot more engaging than just getting a button to press (starfall) when I use devilment, which has been introduced to keep DNC comparable to BRD in terms of damage since BRD got made comparable in terms of raid damage support with Coda, but feels extremely uninvolved to me (much like Blast Arrow and all those finishers).

    ( yes, BRD may have been gutted as well for a lot of reasons in difficulty while a lot of its problems got fixed, but it still retains tons more of little intricacies to juggle with than DNC )
    (4)