I've said this before, and I'll echo it again.
95% of FFXIV's content is extremely forgiving. You do not need to perform your jobs rotation perfectly, or even competently in order to clear the MSQ, FATEs, dungeons, variant dungeons, alliance raids, normal/hard trials, normal raids, Eureka/Bozja, deep dungeons, treasure maps, or even extreme trials. Savage raids can be cleared with at least mild competence particularly after the first several weeks as well. This alone is what makes the game incredibly accessible. Any player that is at the novice or intermediate skill level will have little difficulty getting through all of these examples regardless of whether they are playing an easy job like the new Summoner or a hard job like Ninja. If you don't believe me, look at any video of Nyxipuff playing FFXIV. Absolutely no hate to her in any way, shape, or form, but she spends a fair amount of time in any fight not even attacking and just admiring the boss, the music, and the environment. In her case, it has absolutely no tangible influence on her experience that she doesn't have to manage Greased Lightning as a Monk. Whether she was playing ARR Monk, HW Monk, SB Monk, ShB Monk, or EW Monk, her experience would probably be the same. I don't think if asked the question of which version of Monk was the best, that she would really care at all, because that's not why she plays the game. And you know what? I think that's a beautiful aspect of FFXIV.
But it's also because of that level of accessibility built into the content itself that I cannot understand why there is this crusade against all things that even sound like complexity across so many jobs--as if somehow the conal AoEs on Warrior or Samurai were somehow gatekeeping players like her from getting to experience the story, or melee positionals, or healers having DPS actions, or Dark Knight having Darkside, or Astrologian having different utility card effects instead of all flat 6% DPS increases on each card. And you know what else? Those aspects of complexity and nuance are what allow this game's incredibly accessible content to stay engaging for players who have gone beyond the novice and intermediate skill thresholds. Expert and master level players can find a lot of fun in simply trying to perfect their job even when that perfection is not necessary at all. Doing things like ensuring your Fleche and Contre-Sixte are always used as they come off cooldown, managing your DoT timers on old Scholar so that every DoT was always refreshed as the previous one fell off while still being on top of healing requirements, or being able keep your GCD always moving as a Black Mage are what the most experienced players get excited about during their expert roulette, their extreme trial farming, and their savage reclears.
Now, there are things that can be too complex as well, such as the old HW Cleric Stance. As a tool, it took away a player's ability to heal almost entirely anytime they wanted to perform any amount of DPS. Another thing that could be a far too punishing change if we were to implement it would be drastically increasing caster MP costs and building MP management into a more complex rotation, something like Machinist's Hyper Charge pre-charge system where each use of Heat Blast gave you MP back and you were required to hit all 5 Heat Blasts every time to have enough MP to keep your rotation going, and those Heat Blasts all had cast times, or you'd just run out of MP entirely and be forced to idle. Something like that would have a very negative impact on the novice and intermediate Summoner and Red Mage players, and possibly higher skilled players as well depending on how punishing that system turned out.
But my point, ultimately, is that there is a balance that should be maintained. The content being as forgiving and accessible as it is allows the jobs to have more challenging components to their optimization that more skilled players can enjoy, because it doesn't matter if the less skilled players fail to optimize properly, or don't even try to optimize certain aspects. Forcing jobs to essentially be playable on auto-pilot, and/or shaving their DPS gameplay down to a skeleton of a rotation only serves to hurt the skilled playerbase without necessarily providing something for the less skilled player base.
But also, whenever we talk about these issues, there are some of those more novice or intermediate level players (not all, just a few outliers), that lash out at these ideas because they immediately jump to the conclusion that that aspect of perfect play will now be required of them, and that's scary. But I don't know why that's the conclusion people continue to jump to. "Add or return this to job XYZ" is not synonymous with "play at a savage level or not be able to progress through the rest of the game" which I have never seen anyone actually propose.


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