Quote Originally Posted by Colt47 View Post
If you think that savage fights are about using 1-2-3 on a keyboard you're either making a joke, or have no idea what you are talking about to begin with.
Right now the complexity ('fun') of an encounter lies on its design and not on job gameplay... That does have a much more limited shelf life than if it was the other way around. You eventually clear the encounter and suddenly it goes from challenging to very easy (esp. for healers), because jobs aren't as engaging anymore. And then, moving on to the next fight, the amount of high end content is very limited, even if you decide to "go play Ultimates".

Ideally for the player engagement front, the job design and encounter complexity should be at balanced levels, but they are not.