Quote Originally Posted by Sunhwapark View Post
It is like that in my opinion too - at least in a raider's approach, learning the basics > fitting those basics into mechanics for a clear > optional encounter specific optimisation for stuff like double solar openers etc.

Based on the live-letter presentation and the fact that right out of the gate they mentioned that the changes to all classes are in favour of 'ease of usability' - I can only feel a bit anxious about how they expect us to play for the next few years until we get the proper tool-tips from the media tour.
It is quite concerning. If new MNK turns out to be as shallow as we feared, then I feel like we'll be stuck with that for many more expansions to come. I know there are talks of reworking the jobs in 8.0, but realistically I don't see how they can make significant changes without pissing off the players who end up enjoying the new MNK. And I'm sure there will be a lot of them, judging by how popular Endwalker SMN turned out to be.

The 'ease of usability' mention (combined with Yoshi-P's comment that maybe the game has become too 'easy') does make me think that the game's difficulty will be focused on encounter design from here on out. Progging savage will no doubt be a fun experience, but once the mechanics have been mastered, there's honestly not much room left to grow, especially in a game where every mechanic and GCD can be timelined on a spreadsheet to the exact second. Reclears will become incredibly stale without anything to optimise on our jobs. I wish CBU3 would reconsider their course of action, but if this is what the people want...