
Originally Posted by
IDontPetLalas
Let's look at this point "Time and effort are finite resources on a project. A project needs a way to streamline their processes in order to achieve all their features. "
Streamlining, or optimizing, of Square's development processes - is not (the player's community's) problem. This should is typically not visible to any customer, we're talking about software development, but it would be no different if we were discussing car manufacturing or any other industry. it's on the manufacturer.
"The game has a lot more to deal with, than just jobs. It doesn't help matters when they're feedback is thrown around willy nilly from just anyone, without proper requirements, needing to spend time filtering out the noise and find the root cause of an issue."
True, however this again is just 'a day in the life" of a community manager and, in turn, a product manager. This is real life. Requirements will be often be ambiguous, contradictory, poorly formed, and chaotic. These people spend their working lives filtering and refining them.
Lastly, the piece de resistance "Tank and Healer anxiety is a very real thing. So much so, that many players who might gravitate toward those roles can avoid playing them for fear of being called out and labeled. The homogenisation and simplification of those jobs serves more than just balancing. It also ensures that more players will play those roles, reducing queue times in the Duty Finder for everyone else. If the jobs were more complicated, a DPS' queue time might be even higher than it is now. It's one of those consequences that the community brings on itself."
Sure, some players do have anxiety when they pick up these roles. getting "called out" may happen, however both tolerance of sprouts and the TOS generally prevents this. However, it is entirely possible to balance jobs without homogenizing them. In addition, if we look at queue times before some jobs were simplified and post simplification, there doesn't seem to be any complaints. Not to mention, I would say that it is unreasonable to expect that by level 90, a healer or tank job design cannot expect to have more complexity than at (let's say ) Satasha.