Yay I meant it, due to the Job play-rate argument statistics being overused and then they go " Oh see! look how star-sparkling-flawless the Job designs are cause its being played so much. Look! they cast Glare so much they love it! ". Do people really think Job-Design peaked in EW or at this specific patch 6.57? Would like to hear Yes/No because... insert answer
Seen Xenosys's take and agreed. There's only a certain amount of Inputs/Actions/Movements/Things players on Average even at high-end players can remember and execute a mix of all of it at the same time with the limitations of our Job-Kits. Gotta strike a balance and credit to the Dev's? the Fights are released overall in a good working state ( lets not talk about P8S and NIN issues with TOP release...) all things considered.
This is XIV history that I know very little of as I joined late in end of SHB, its good to share insight. Hmm... Could take an angle? where you compare EW Savage encounters, compare them to previous expansions ( Coils/Alexander/Omega/Eden ) and how much more difficult it has become with mechanics and features such as hitbox increased, melee uptime, pulling as a Tank - then see if that difficulty we reached in EW justified all the simplifications we received... I would say with some fights I done at minilvl? Like Halicarnassus, Shiva Eden, Oracle, Kefka, ExDeath, a lot of streamlining wasn't required? or as well thought through as possible. I leave out Ultimate for the actual experts on it, as I found no joy in doing them, thus I have no expertise on Ultimate.
This is my main gripe with it all indeed. It doesn't feel balanced, it feels very heavily loaded on mechanics and as we know? most of XIV's mechanics are dull unless you go High-end content, making most the content extra dull... I know Square can do better then this, they even showed they have. It's really a matter of if they will. There is no negative to be had for Job-Gameplay to be improved for the Players-Experience, mhm