I feel that jobs in this game are becoming oversimplified and homogenised. This has been stated before of course, but given the VPR changes it’s more apparent.
Supposedly SE is planning on making jobs have more individualism in 8.0 (yippee 2/3 years wait), and that they want to focus more on making content harder _first_.
Then what is the point over continuing to simplify jobs? With these changes you’re only thinking about decisions to a casual audience whilst giving no job substance to higher end players (or even casual players looking to improve). They’re also locking themself into this to only potentially walk it back in 8.0 (or just make it harder again?)
MNK and BLM were perfect examples of this job design in endwalker.
MNK had optimal drift which wasn’t necessary to learn, but provided further substance for players who wanted it, and players who didn’t follow this could still perform well with basic class knowledge.
The changes they have made to monk have almost entirely stripped this by removing timers and made it simplified to the point where it’s only pandering to casual players.
BLM also had a similar thing with non-standard. Again this was supplementary knowledge for players who wanted to improve and learn more about the job.
Neither of these rotations were required by more casual players as they were ultimately small damage improvements to jobs that _anyone_ could do well with, and could clear any content with.
VPR, a job that has only been out for ~1 month has now has undergone this treatment, and much like MNK has had its buffs stripped and a “bootshine” added.
It seems as if the “difficulty” of these jobs is just bad explanation of the systems they implement and then they overcorrect in the opposite direction and make it even more simplified. (VPR having a “confusing rotation”, but is just poorly implemented, or BLM having mana ticks and changing it to only ICE spells that give mana back).
Not every job has to be for everyone, what’s the point in having the main selling point of your game being the ability to change jobs if you try to make them all the same.
These changes give me conflicting views of what they even want with their own game. You want players to have a bit more trouble with content but still proceed to hold their hand through any tribulations of their own job.
To clarify all this. I don’t want jobs to be entirely difficult. I want the room to HAVE difficulty. Jobs should be easy to pick up and hard to master, and at the moment SE is doing neither of those things.