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  1. #1
    Player
    Sylvain's Avatar
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    Oct 2015
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    1,491
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    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Zaytex View Post
    We're not allowed to have jobs with a higher skill floor and ceiling because it'll make new players actually have to improve, which is a risk, since there is a portion of people who just give up at difficulty. Those are paying customers, so obviously SE wants to keep their business.
    That's actually the case for most people. We just don't have the same threshold on what difficulty is.

    Unfortunately for most people on those forums complaining about job simplification, the threshold of the average player might be too low for our taste.

    As much as people complain about SMN all the freaking time, BLM are a rare breed.
    Did some TOP pf this week-end. I saw 1 BLM, well over 10 SMN/RDM.

    Yesterday had a my static prog TOP, we usually have a BLM but he couldn't make it so a friend came in as a SMN with 660 gear. Never done TOP as a caster, went just fine because... "how can you fail at SMN?"

    I mean, dpsing as a healer is harder because moving with only slide casting is harder than SMN.

    So let's be honest for a minute here, SE reworks a convoluted job (which was loved for that) and remake something thematically quite nice, i mean it does feel like a SMN. But the skill floor is so low that once the initial buzz fades away, people realises it's a rather boring job to play unless you want to watch netflix at the same time. Yet, despite this it became the default caster you see in every single freaking group.

    BLM has been praised as the most interesting caster, with non standard rotation and all that stuff, yet... you barely see any.

    You're right, people give up on difficulty, and apparently the average folks, even those doing TOP, rather play SMN/RDM than BLM because "scary hard".

    Same goes for SCH & AST. 90% of all TOP pf are WHM/SAG

    I don't like that SMN is so brain dead, I'd rather have most job with a decent amount of complexity like BLM.

    And I mean, they could, they could make RDM and SMN less brain dead. But the fact of the matter is, SMN is a huge success. No matter how much you dislike it, SMN is a big hit, simplificity is a big hit.

    I just hope their comment on "making the game a bit more stressfull" will actually result in things being a bit harder and technical.
    (0)

  2. #2
    Player
    Olivia_G's Avatar
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    May 2024
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    Character
    Olivia Goodfellow
    World
    Durandal
    Main Class
    Bard Lv 50
    Quote Originally Posted by Sylvain View Post
    So let's be honest for a minute here, SE reworks a convoluted job (which was loved for that) and remake something thematically quite nice, i mean it does feel like a SMN. But the skill floor is so low that once the initial buzz fades away, people realises it's a rather boring job to play unless you want to watch netflix at the same time. Yet, despite this it became the default caster you see in every single freaking group.

    BLM has been praised as the most interesting caster, with non standard rotation and all that stuff, yet... you barely see any.
    I think the point is, you can still choose a complicated job as a caster after SMN's remake, but only WHM and WHM with stars are left in the ph role after DT's launch.

    Just like some are saying "practicing as RDM, clearing as BLM and re-clearing as SMN", sometimes I use WHM for P10S because I feel burned out after wipes and wipes, but I can still choose AST when I'm well-rested that day.
    Also, for alliance raids, I prefer AST because I don't want to fall asleep (oh, sorry WHM mains).

    The key point is that, the dev team should provide a greater variety of jobs for players to choose from, rather than "deciding for the players" and assuming they just like simple jobs.
    (6)

  3. #3
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,662
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Olivia_G View Post
    I think the point is, you can still choose a complicated job as a caster after SMN's remake, but only WHM and WHM with stars are left in the ph role after DT's launch.

    Just like some are saying "practicing as RDM, clearing as BLM and re-clearing as SMN", sometimes I use WHM for P10S because I feel burned out after wipes and wipes, but I can still choose AST when I'm well-rested that day.
    Also, for alliance raids, I prefer AST because I don't want to fall asleep (oh, sorry WHM mains).

    The key point is that, the dev team should provide a greater variety of jobs for players to choose from, rather than "deciding for the players" and assuming they just like simple jobs.
    I think that, rather than the current Caster situation of 'BLM for big brain, SMN for easystreet, RDM for prog' or whatever, each job should have its own individual sliding scale of complexity. Take SCH. If someone wants to spam Broil as their damage rotation, then they should be able to do that for any content without an Enrage (and they can). But if someone wants to spin a lot more plates, juggling three different DOT timers, they also should have the option to. We keep hearing about how 'people want to play X job for the aesthetic, but don't want to put the effort in to learn it', but the opposite must be true as well. If I want to play a complex healer, but also I like the WHM aesthetic, then I should be able to play WHM with a degree of complexity. It shouldn't be that I have to accept I'm playing 'the simple healer, for players who want a more casual experience'.

    Said 'complexity' can be made 'optional', or at least, 'much less punishing' with simple potency value tuning. I like to use SCH as an example:

    Broil 5: 300p
    Biolysis: 35p per tick for 30s (total 350p)
    Miasmalysis: 20p, then 30p per tick for 24s (340p)
    Shadowflare: 120p, then 40p per tick for 15s (320p)

    By making the potency 'gained' from engaging with the extra complexity be a smaller amount, it makes it feel less 'required'. In this example, by using Broil in place of the DOT refreshes, the player would lose a total of 560p over two minutes. By comparison, the 6 Energy drains you'd get over that duration would be 600p. Casual players would not care about 'Oh I cast a Broil there instead of refreshing my Biolysis on time, I just lost about 5 potency' (maths means it's an average of 5p lost, not 35p). But optimization players WOULD care about the difference between Broil spam and 'optimal gameplay' of refreshing all the DOTs on time, because it'd result in more damage, no matter how slight the increase is. If Energy Drain is enough of a reason to try and optimize around, even at 100p, then something like this would be too.

    With the current DOT situation on healers, of 30s duration and their being over 200% of the damage of a filler spell, they've got the worst of both worlds: They've got a huge impact on our damage output (meaning dropping them is more punishing), and at the same time, their longer duration can make it harder for some players (for example, me) to remember that it needs to be refreshed (meaning it's more likely to get dropped for a few ticks). I never had this issue back when we had Aero at 18s or Aero2 at 12s back in HW

    Did you know that at one point, BRD's Venomous Bite was only 9s duration?
    (4)

  4. #4
    Player
    Olivia_G's Avatar
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    May 2024
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    Olivia Goodfellow
    World
    Durandal
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    Bard Lv 50
    Quote Originally Posted by ForsakenRoe View Post
    Said 'complexity' can be made 'optional', or at least, 'much less punishing' with simple potency value tuning.
    That seems to be a gd idea, but considering our dev team…hmmm. One thing I wanna point out is a shorter DoT duration might be good for players who are not yet familiar with refreshing DoT, but it’d cause another problem that they’ll have less flexibility to cast/use skills bc every x sec they need a GCD to refresh the DoT.

    I fully agree that the game should provide players with an appropriate level of complexity and diversity, and I'm also confused by the ongoing trend of simplifying the entire game in all aspects. However, the current reality is that WHM has already become a rather simplified job, and they seem to be planning to make AST similarly simple, which is why the above discussion has arisen.

    (Actually, the reason I wrote that is mainly to respond to the viewpoint stating "the rework on SMN is more successful because no one is playing BLM"...and allow me to apologize if I've been misinterpreting that).

    Besides, I also think that what should be done by the dev is make the gap between the experienced and the casual, so I do agree that adjusting the potency (the ratio of the damage sources) will be a possible way.

    As it's well known that "healers should also attack" is a distinguishing feature of FFXIV, and casual players who struggle to balance “healing” and “dealing damage” will always focus on healing. But we can't deprive them of the possibility of learning how to attack one day, right?

    Lastly, maybe we don’t need to go into too much detail. For me, the changes to AST in DT feel like telling the other healers and tanks, "from now on, you don't need to attack anymore bc we've removed all of the attack actions", which is quite disappointing.
    (4)

  5. #5
    Player
    Sylvain's Avatar
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    Oct 2015
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    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Olivia_G View Post
    The key point is that, the dev team should provide a greater variety of jobs for players to choose from, rather than "deciding for the players" and assuming they just like simple jobs.
    But you can swap it around.
    You, as a good player, have the opportunity to choose your job because you can play any job.
    So the choice between WHM/AST or SCH/SGE or BLM/SMN is up to your liking because you'll excel at all these jobs.

    A bad player doesn't have that choice because well... they're bad.

    So WE are left with WHM and WHM with stars, but atm some players are left with WHM because WHM with stars are too complicated. (Not that I believe the change will change much)

    Quote Originally Posted by ForsakenRoe View Post
    I think that, rather than the current Caster situation of 'BLM for big brain, SMN for easystreet, RDM for prog' or whatever, each job should have its own individual sliding scale of complexity.
    They should, they "kinda" do, it's just that the sliding scale for SMN and BLM are just light years appart. I don't find AST healing to be that complex, but the card system does put off many people. So again, we can choose, they can't. If "they" is 5 times as many as "we" then technically speaking it's better for the game to have more people able to enjoy more jobs.

    Quote Originally Posted by ForsakenRoe View Post
    By making the potency 'gained' from engaging with the extra complexity be a smaller amount, it makes it feel less 'required'.
    Yes, I agree 100%.
    It is kind of the case with SCH and the AF or AST with proper cards management vs just "throwing any card whenever it's up".

    Indeed they could go for more. But clearly they don't want because apparently it would make healer scarier to play. Personally I've never heard anyone say "I'm afraid to play a healer because I don't think i'll be able to keep up with the rotation".
    (1)
    Last edited by Sylvain; 05-29-2024 at 08:57 PM.

  6. #6
    Player
    Rozeee's Avatar
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    Dec 2022
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    72
    Character
    Lala Astera
    World
    Sophia
    Main Class
    Warrior Lv 56
    Quote Originally Posted by Sylvain View Post
    But you can swap it around.
    You, as a good player, have the opportunity to choose your job because you can play any job.
    So the choice between WHM/AST or SCH/SGE or BLM/SMN is up to your liking because you'll excel at all these jobs.

    A bad player doesn't have that choice because well... they're bad.

    So WE are left with WHM and WHM with stars, but atm some players are left with WHM because WHM with stars are too complicated. (Not that I believe the change will change much)
    This is just a fact of life game developers have to live with. No other medium goes "do this/know that or you can't access the rest of it" but that's essentially what games are. I genuinely think it's impossible to design a game that can be operated by everyone, no matter how much you simplify it. You simply slide the scale down and trim off the top. The devs will have to draw this line themselves. Even with jobs being this simple, a lot of players still can't play WAR, WHM, etc. They can keep designing it to be simpler, but some players will still be unable to play all the jobs and vice versa.

    Sure, there's an argument to be made that easier = popular, but is this really true? Look at some of the most popular online games and gauge how accessible it is. League? Dota? Any FPS games? Are some of them more accessible to their genre counterpart? Probably. Are they accessible in general? No. It is just incredibly odd to me to pivot so hard into this design philosophy that you alienate some of the existing fan base; and for what exactly? If they want to make it more friendly for new players, how about they fix the account creation process first? If we're talking about the game itself, how about making a more complete kit when level sync'd? Button bloat? Remove useless skills like Divine Benison and not Aero 3.

    Just.. what was the point of ShB pruning healers? This is anecdotal but it really feels like the amount of healer mains have decreased on every skill level. Casual content is always insta-queue, high-end content recruitment is usually recruiting a healer. Trying to trial a healer for your week 1 static? Good luck. They have the number and the feedback, so what's going on there? Why are we stuck in this state for 3 expansions?
    (8)
    Last edited by Rozeee; 05-30-2024 at 03:52 AM.

  7. #7
    Player
    Olivia_G's Avatar
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    May 2024
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    Character
    Olivia Goodfellow
    World
    Durandal
    Main Class
    Bard Lv 50
    Quote Originally Posted by Sylvain View Post
    But you can swap it around.
    You, as a good player, have the opportunity to choose your job because you can play any job.
    So the choice between WHM/AST or SCH/SGE or BLM/SMN is up to your liking because you'll excel at all these jobs.

    A bad player doesn't have that choice because well... they're bad.

    So WE are left with WHM and WHM with stars, but atm some players are left with WHM because WHM with stars are too complicated. (Not that I believe the change will change much)
    That’s why I said these before:

    If they(bad players in your wordings) start playing AST and find that they can’t handle the card system, they can just ignore it. If that’s not a savage nor ultimate, no one will care abt it.
    and

    the most important point is to find ways to narrow the gap between "new players/casual players" and "existing players/hardcore players"
    To me, it’s rather ridiculous to see that BLM is having a new HUD counting their FireIV and Pictomancer seems to be super complicated, while AST is just…well, becoming WHM.
    (There must be ways to reduce RNG but keep the complexity, tho I don't think the current problem of AST is RNG)

    The current reality is that, there is already a relatively simple WHM in the PH role, and the dev team may feel that “wow, AST is so unpopular, we have to turn AST into WHM”, but why? Why can't the game allow for some jobs that are more difficult and not as popular? (hi, BLM)

    According to your theory, WHM has already become the default job for PH, so players who like "simple" jobs have already been attracted to start playing PH, and the PH population has already greatly increased, that's amazing!...Isn't that the case?

    Lastly, the most paradoxical things about this game are:

    1. Casual players don't have any channels to get into high-end content.
    I've encountered players in Savage PF who didn't even know what a macro is, and they didn't understand why the party refused to let them (as ranged DPS) to be D1 or D2. They didn't even know what D1 and D2 were. Is this their fault? Does that then mean they should be considered to be "bad players"? No, bc tbh, they won't even get that kind of information within the game.

    2. If you are a casual player and you completely avoid using any illegal tools and websites, then in the vast majority of content (again, not Savage or Ultimate), you won't even notice any difference in your damage output or arcanum usage compared to others, and This gap won't prevent you from clearing the content. As long as you are healing and can handle the boss's attacks properly, that's all that matters.

    So in the current situation, if the difficulty gap caused by "damage output/arcanum usage" is the main reason the dev team consider "unfair" and want to adjust, does that mean they are also implicitly assuming that everyone is using those illegal tools and websites?
    (8)
    Last edited by Olivia_G; 05-30-2024 at 12:20 PM.

  8. #8
    Player
    Sani2341's Avatar
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    Jul 2017
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    322
    Character
    Yo-tsu Amilar
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Olivia_G View Post
    They didn't even know what D1 and D2 were.
    Okay but what the heck is a D1 supposed to be?
    Haven't seen that anywhere and I have been poking at ex fights in pf since SB.
    (0)
    Quote Originally Posted by TheMightyMollusk View Post
    So who wants to go tell the god of wisdom and magic and king of the Viking pantheon that his robes aren't manly enough?

  9. #9
    Player
    Olivia_G's Avatar
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    Olivia Goodfellow
    World
    Durandal
    Main Class
    Bard Lv 50
    Quote Originally Posted by Sani2341 View Post
    Okay but what the heck is a D1 supposed to be?
    Haven't seen that anywhere and I have been poking at ex fights in pf since SB.
    Tho the dev said they’re not going to limit anyone’s play style, in reality, we all know that there’ll always be some “strategies” developed by players. Generally, the place of D1 would be designed to have less workload and be assigned to a high-dps job (e.g. SAM).

    Of course the strategies aren’t sth you must follow and you may just find another possible way to go with. But when it comes to a “general” situation, it’ll always be good for all to at least have some basic ideas of what would other players practice.

    Unfortunately, these strategic things (including jobs’ dps rotation) have no “model answer” by the dev, which might cause the gap among players in terms of play skill.

    So just recap my response to this:
    //Rather than completely overhauling the job for new players, the most important point is to find ways to narrow the gap between "new players/casual players" and "existing players/hardcore players". //

    Set some official guides for the jobs might be a possible attempt to help players be familiar with jobs’ rotation and content battle.

    This is only an example that I came up with at the moment. I’m not asking the dev to follow this but they always have their capability and obligation to do more in all aspects of the game.
    (0)

  10. #10
    Player
    PercibelTheren's Avatar
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    May 2023
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    Limsa Lominsa
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    1,086
    Character
    Percibel Theren
    World
    Zodiark
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Sani2341 View Post
    Okay but what the heck is a D1 supposed to be?
    Haven't seen that anywhere and I have been poking at ex fights in pf since SB.
    I assume they're DPS1 and DPS2? I have never seen a macro use those terms, though. Every single macro I have seen have the DPS listed as M1, M2, R1 and R2. Might be a region/data center thing, I guess.
    (2)