Quote Originally Posted by Supersnow845 View Post
Because people aren’t advocating for pushing up the floors of jobs (which is ironically why old BLM is a BAD example) they are advocating for pushing up the ceilings so every job is accessible but has multiple layers of complexity that you can interact with if you want to but don’t have to (don’t hit me with the “if you can interact with someone you have to, 14 has never had that sort of community enforcement)

Jobs shouldn’t top out at “WHM tops out at dungeon difficulty, SCH tops out at ultimate difficulty”, they should all have avenues of being more complex if you want to engage with the complexity to do more for the party

You should be allowed to be challenged by your job in casual content; not be forced to do hardcore content (which I did and don’t do anymore because I don’t enjoy its modern design) just to not fall asleep at the wheel and if you are currently challenged by WHM in a dungeon then the floor shouldn’t be changed
That only works until the complexity becomes "mandatory" though, especially in a game where the community constantly dogs on each other to rushrushrush and min-max or catch flak. We already have people that complain about the likes of Freecure fishing, ice mages, ignoring DoTs, not hitting postionals, etc. Those are already existing examples of "you can interact with XYZ job mechanic if you want to but don’t have to" and it drives people up the wall to see anybody "doing it wrong" and where added complexity just increases the number of things people can (and will) get upset about.

It's the same reason I don't believe a talent point system would fly in this game, because BiS would be figured out in a day, and anybody NOT following the community script (as opposed to the developer one) is going to get so much grief for it.

I don't trust the developers to be creative with the ceiling installation, and I don't trust the community to let other people be if they decide to ignore said ceiling.
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Quote Originally Posted by Mawlzy View Post
As someone who is bad at PvE, I find the encounter design to be very puzzling, particularly in DT.

I have over 2 hotbars of buttons. Why? I mostly use W, S and mouse because I'm trying not to die. I imagine those of you who are good at PvE use more buttons in a set sequence, over and over and over again. Is this interesting to you? I like playing piano occasionally, but in that instance the result is a pleasing sound.

With fight design that boils down to "inflict damage, move somewhere to avoid damage/soak/couple/clap like a seal" you don't need all these buttons, particularly when you're struggling to find the good spot on the floor. The fight would be no more nor less interesting if all you had was one damage button along with W, S and mouse.

Contrast this with PvP. I use all my buttons! I am in constant motion. Every encounter is different. Sometimes I use my buttons in a different order because of the nature of the engagement and am correct to do so. I enjoy PvP and am quite good at it.

Why can't PvE be more like PvP?
Amusingly, PVP is a perfect example of the "no do it THIS way or else" mentality a lot of players have given the suffocation of premades dictating how everyone else plays despite the "freedom" the mode offers in skill usage, or how some jobs, or their choice of Role Action at least, are "objectively bad" in a lot of cases and I never felt like I ACTUALLY had a choice on what I should be using every match (Bravery in the case of MCH) or that playing MCH in general made me seem like a pointless contribution.

It's why I don't really enjoy playing PVP myself anymore because it started to feel like a player-controlled script and the DDR is just slightly more randomized on where it lands, but it WILL always appears like clockwork the moment Salted Earth goes up.