
Originally Posted by
Mikey_R
Out of the whole post I just want to talk about this point right here. You say this change reduced complexity, I say it was a quality of life fix. I will preface this by saying I am not a dedicated Dancer by any means, however, in my experience in playing it, getting to the point where you used Flourish and still having a buff to use was problematic. You could use the buff and delay Flourish for the rest of the fight, or, overwrite the proc and this happened more in my limited usage of Dancer that it was starting to become a bit frustrating. Obviously, there might be something I am missing, but I can see why it was changed.
Which brings me to the main point I want to make. What counts as a reduction in complexity and what counts as a Quality of Life change? Going back to ShB, BLM got Despair as a single target flare option, so they needed a way for you to get back to UI smoothly, so Aspect Mastery was added. Come EW, Aspect Mastery is now gained at level 1. Now, it really isn't needed until level 50 when you get Flare as that is the first spell that drains all of your MP, but at the same time, I have been in situations where I haven't properly calculated MP and so end up with less MP than I thought and being unable to cast Blizzard 3 (at lower levels), so it helps there, but it has removed the need to worry too much about your MP. So, is this a reduction in complexity, or, a Quality of Life feature.
Maybe, Quality of life features for jobs ARE a reduction in complexity. Maybe some are and some are not. I'm sure there are plenty of examples that can be used either way, however, it (mostly) boils down to, the QoL feature changing something about the job that might have been considered a bit unintuitive or it just didn't flow right. So, in this regard, should a job receive QoL if it reduces complexity if it also means smoothing out the rough patches?
There is definitely an interesting discussion to be had there.