I'm not talking about success metrics, I'm saying that none of their reworks were received well by the original playerbase of the job, and that's the problem.
You know how they can get a handle on what changes would make the playerbase of a job happy before they make any changes? Polling the players! Yes! They can actually ask the players what they enjoy about the job before making any changes that would make them unhappy instead of just changing things without saying anything and then saying "Meh, the players will complain anyway".
There were many avenues they could've taken SMN instead of this undercooked abomination. If they learned that the players enjoyed DoTs, they could continue a pseudo-DoT job with the current design by having several aether siphon skills that players have to manage that will slowly fill a gauge until you can summon the flashy primals that we have now. If they learned that the players enjoyed egi management, they could make the summons flashy but have them stay after being summoned so the players can manage their attacks. That's only 2 ways to have the current visuals of SMN while having aspects of what people enjoyed about old SMN, there's never a need to completely delete a playstyle from the game on a whim.



Reply With Quote



