But the question is why? There is 19 jobs already, wouldn't it be better to make jobs as distinct as possible, both in sense of job fantasy, gameplay and difficulty? Look at healers, if you don't like the way WHM plays, you will very likely not like other healers because they're just so similar in so many ways.
Low skill ceiling is objectively bad. Easy to learn, hard to master, that is pillar of skill expression. Plenty of gamers want that. But we have easy to learn, easy to master, difference between SMN who played for 2 hours or 2 years is minimal.
Why couldn't I? Existence is subjective, yes, but whether changes actually changed something, that is factual. Rotations are static, in your typical midare first opener, number of executed actions is identical as it was in 6.08, with possible 1 extra action in even minute burst if you pool Kenki properly. Then you have lower APM outside of your burst, but that's close to irrelevant, EW's 2 minutes meta means that if there is action bloat, it's always inside your burst. Shinten is 25 Kenki, Kaiten was 20, that 20 Kenki is transferred to Shinten instead, you don't need to simulate timeline to realize that this wouldn't change a lot. So did this change decrease APM and potential action bloat? Yes. By significant value? Not at all, if my math is right, only by 4% in even burst window if you pool Kenki properly. You could also argue that Kaiten had strict place in your rotation, so you can now move Shinten to different weave window. But why? SAM was known for strict rotation.
It's devs job to extrapolate data out of small subset of players. And what happens, if players start to feel like their feedback is being ignored? They give up, and stop giving it, then we get smaller subset of player, it's self-fulfilling prophecy.
0.4% expressing feedback doesn't mean only 0.4% disagree with it. ChatGPT tells me that percent of dissatisfied players that decide to leave feedback can be anywhere from 5%-40%, this could transform those 0.4% to potential 1% to 8%. Then you also want to account for the fact that SAM is just one job out of 19, only fraction of those 100 000 viewers play or care about SAM. They really didn't talk about Kaiten in LL 70, they just skimmed over it, and talked about it in patch reading stream, which has even worse english coverage, which is another problem. In fact, I didn't know there was any conversation about it in that stream, until I dug deep into the issue while researching for my Kaiten thread.
Then also account for the fact that community is pretty split into people playing the game, and into people "playing" the game. Author of Mare mod supposedly calculated that 14% of all players use his mod. Which might be overshot, but the fact is that the mod tracks active players currently using it, and that number seems to be 20K, which is comparable to current number of all steam players.
But those are all absolute numbers, you should go with relative numbers. Biggest thread in EW in here is about the EW's story, with 1.2M views and 850 pages, that is main element of the game, that affects us all. So if there is 150+ threads, with biggest ones having some 50 pages and 85K views, which are dedicated to much smaller part of the game, which is one individual job, then I would say that's relatively large subset of players.
After 6.1, I started playing more PLD. Then 6.3 PLD rework happened, and I rather went back to maining SAM.



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