[EDIT: Actually going to put this up front because I think this IS important and a perspective often missed a year on:]
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.
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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.
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.]
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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.
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?
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.
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.
Source?



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