Standard Opening Disclaimer: Remembering the humans behind the designs
To SE / "CBU3" / Mr. Yoshida / the Job Design Team / the Community Moderators / the Unpaid Interns / or, whoever is actually reading this...
...Let me clarify that I do understand that, ultimately, you and your designers want to create a good game that makes your audience happy. And I do understand that you devote immense amounts of time and energy into trying to do exactly-that.
Please understand, in return, that any hostility or harsh criticism that I seem to present is not intended as malice towards the actual individuals and humans working on FFXIV.
Rather, what I write stems from my own continued passion about FFXIV, and my own desire to try to make it the best experience possible for myself and my fellow players, based on my own experience and judgments.
So, please be clear — I do appreciate the reality, regardless of how much I may disagree with some of your design choices, that those choices are ultimately born from the same sort of passion and desire.
And in turn, I hope that the players and the developers can continue to maintain a productive and mutual dialogue about the future of Job decisions in FFXIV.
First of all, I want to make clear:
...However, I think that these points are exactly why my perspective on this subject is actually relevant here.
- I do not "main" Black Mage
- I am not personally-experienced with playing Black Mage in difficult or high-end content such as Savage
- My experience with Black Mage is generally at a casual / "alt" level
Because, I am very well-acquainted with the actual reasons why "most players" do not "seriously" engage with Black Mage as a Job-choice — both from my own personal experiences, and from speaking about FFXIV Jobs with a lot of other people, many of whom approach the game more "casually".
...and now, I really think I need to just put this in gigantic font, because the situation really-is this simple:
The reason that most players avoid playing Black Mage in Endwalker (or earlier) is not because players find the Endwalker (or earlier) Black Mage rotation confusing, or difficult-to-understand.
...In fact, most players that I have personally-encountered — whether in-game, or on various forums, social media, Discords, other mediums of interaction, etc. — consider the Endwalker (and earlier) Black Mage rotation to be intuitive, fun to execute, and a satisfying/rewarding challenge.
The sole actual reason that most players avoid playing Black Mage in Endwalker (or earlier) is because you cannot move-around freely or spontaneously without completely-ruining your rotation and performance.
Now, in reality, that claim is somewhat of an exaggeration.
However, the "factual accuracy" of that claim at an analytical level isn't what's actually important here, because it is an accurate depiction of the way that "more casual" / "less dedicated" players seem to, in general, perceive and feel about Black Mage.
Or, simply put — the constant, suffocating pressure of the Astral Fire Timer, and the manner in which Black Mage's reliance on long-casts causes its playstyle to severely-punish unexpected movement, or movement over long distances, or movement for prolonged periods of time...
...causes Black Mage to simply not be fun for a large-number of players that try-out the Job, because "absolute failure" feels too frequent, too likely, too easy to happen, too hard to avoid, etc.
I really want to emphasise that the issue is not that players dislike the idea of Black Mage's Endwalker (or earlier) rotation, nor the hypothetical "challenge" of executing the Endwalker (or earlier) Black Mage rotation.
In my personal experience and discussions, even "casual" players tend to respect and enjoy the "satisfaction" of successfully-executing Black Mage's movement-constraining rotation, in content where they feel like they can "handle" doing-so.
However, it also seems to be "beyond the limits" — or maybe "patience", or "interest" — of most "casual" / "less dedicated" players to employ the time, energy, attention, encounter-timeline research, or just have the requisite "mental finesse" that is required to consistently-execute a Black Mage rotation when players are attempting to complete more-difficult — or just more mechanically-complicated — encounters.
So, in my personal experience, most players have, essentially, no trouble with comprehending the intended Endwalker (or earlier) Black Mage rotation.
Rather, players just cannot "keep a grip" on the Black Mage rotation once unexpected or high-movement mechanics begin to repeatedly hammer-down on a would-be Black Mage player.
And then, once Black Mage drops Astral Fire prematurely, a player quickly begins to feel like the entire Job has simply "shut off", and Black Mage quickly develops a perception of being an unfun disaster to try to recover-from.
When you combine this with Black Mage's total lack of Support or Raise tools, entering a Black Mage "failure state" makes "more casual" players feel like they are suddenly completely-failing to contribute effectively to their Party (which is, basically, true).
In turn, this overall feeling of "panic" / "uselessness" once Black Mage's "standard" / "obvious" cycle begins to fall-apart, contributes to more-casual players quickly beginning to experience:
- An intense negative-feedback impression of the Black Mage Job
- An intense fear / paranoia / self-consciousness about entering content as Black Mage.
- Especially, new or unfamiliar content...
- ...or just, any content that the player knows will be complex or movement-demanding.
None of the previewed 7.0 Media Tour Black Mage changes address the actual issues that "most" / "casual" players have, when trying to play Black Mage.
...Therefore, these changes make no sense to me— it seems as if the 7.0 Black Mage adjustments are benefiting, "basically nobody".
On one side...
...you are setting-up 7.0 to anger and frustrate the experienced and passionate "Black Mage mains" who have the mental-finesse and/or dedication necessary to wrap their heads around the planning, positional-management, and quick-thinking rotational-creativity that is currently (and historically) required to play Black Mage at a high and effective level in difficult or complex content.
But then, at the same time, on the opposite-side...
...you are also not making any sorts of changes that will actually make the Black Mage Job any more appealing or accessible to "casual" / "less dedicated" players.
So... you are removing or crippling the gameplay that preexisting Black Mage players enjoy, while also not addressing any of the issues that prevent "most" other players from wanting to voluntarily and regularly-use Black Mage in various content.
Therefore, I am struggling to comprehend what the motivations or goals behind the 7.0 Black Mage design-changes actually are.