
Originally Posted by
Post
I like to point out they tackle the same problem from multiple angles, also.
Game's too hard in Gordias? Simplify the job design AND loosen the damage tuning.
Positionals got melee players down? Remove em AND add True North. Make certain enemies all assflank. Make assflank a new temporary condition.
People can't bank enough gap closers cuz they deal damage? Add charges to em AND remove their damage components.
Healers are intimidated having to juggle GCDs between dealing and healing damage? Remove cleric stance, remove many damage GCDs, give many oGCD healing actions that are usable while moving. Also, remove boss auto attack damage, make every boss attack telegraphed, and remove healer mitigations and give them to the group, and give the tanks heals and and and
Enmity tools causing headaches for some players? Remove enmity tools, also make tanks generate shitloads of enmity. Also, make heals over time generate 0 enmity. Also, remove adds that have aggro tables from boss fights.
Ground targeted abilities harder to use than target-centered ones? Make it so double tapping the action executes it and limit your ground target cursor range to actual range of the spell. Also, remove most ground targeted abilities except for a few and make them humongous so it defeats the purpose of them being ground targeted.
I think this often results in them over-correcting the problems, sometimes removing a system entirely. It's like each individual solution is often enough, but they're bundled together so players never really have a chance to assess each fix individually, and they're always going to get pushback removing either because now players are acclimated to it no longer being a concern, especially ones that particularly didn't like whatever the removed issue was.