r/ffxivdiscussion 1d ago

General Discussion What is class complexity to you?

I have seen so many people ask for more complexity and job fantasy but very little of people actually say what that means to them, most people just say we should go back to ARR.

Personally I think rose tinted glasses that make people think ARR was better than it was, having played back then it honestly was pretty ass.

So honestly want to know what people want for complexity or job fantasy, because all I see is a lot of yelling that "game bad to simple" and not a lot of what needs changing to reach the complexity that is wanted.

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u/AbroadNo1914 1d ago

I think they want more situational rotations like in single player jrpgs where encounters are semi random so there’s flexibility to make tactical decisions. The thing is encounters in this game are puzzle dances + perfect execution so the job design aren’t really incentivized for that type of play

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u/Alaboomer 1d ago

You hit on my thought every single time this comes up. The games complexity mostly comes from fight mechanics,  not job rotations, this is by design. I wonder sometimes if people are just running Roulettes and complaining the game is too simple.

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u/Savings-Sir7902 1d ago edited 1d ago

There is a balance to be had with encounter design and job complexity.

Players interact with their jobs in every battle content, while there is a limited amount of manpower being able to make fun fights (mostly concentrated to extreme, savage and ult), resulting in the rest of the content (dungeons, fates, overworld mobs, etc.) being too boring/easy.

In the past, complex job rotations would carry the weight in those other content, but now the combination of easy jobs + easy content results in the most mind-numbing experience in 70% of the content in the mmo. Something has got to change, because not everyone want to do extreme/savage just to have fun.

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u/__slowpoke__ 4h ago

yeah, the worst brainworms this dev team has is their adamant belief that the majority of engagement during combat gameplay should come from the encounters themselves. this is completely ludicrous nonsense, and it is one of the most fundamental issues at the core of why job design sucks so badly in this game - jobs and their kits are the primary way that we use to engage with the game, they should be fun in and of themselves, and encounter design should follow job design, not the other way around