Unsubs vs Resubs over BLM changes

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I know I did(resub), how many others though? How many people actually unsubbed over it?

People who are happy are much less likely to be writing commentary over the changes than people who are upset as that's human nature, but I still see a lot of people celebrating the changes.

I wonder why BLM players felt they'd keep their overly complex job design in a game where every other job is being streamlined and made to reflect a game design shift of outer(encounter design) difficulty, inner(job design) fun.

If you want challenging content, do challenging encounters, the game will always be this way. FRU was made "easier" than TOP and DSR because people cheated(and continue to cheat, including in FRU) in the past ultimates that were made "satisfyingly" difficult, you want stuff to continue to be made very difficult, make sure to not cheat and the designers will ramp up the difficulty. People still cheated in FRU though and likely still do to this day in party finder commonplace. People still cheat in UWU for that matter instead of adopting a simple priority system with preassigned markers. That's enough for the content tangent of this point, but it is relevant because job design is linked to encounter design and this is why there has been a shift.

At the end of the day, if you want to be challenged, it should be coming from encounters. If you find jobs to be too easy, stop using third party tools to handhold you through encounters. I assure you the game is much harder that way.

Now for the DPS/job design part of the argument: People shouldn't have to work so hard to experience the full satisfaction of a job. We shouldn't be gatekeeping this part of the fun of mmos since a wide range of players engage, and it shouldn't really be a part of the encounter design difficulty. I've used the final boss of elden ring as an example before, and I'll use it again. The game can be reduced to pressing dodge, pressing heal button, pressing R1 to attack, and using movement inputs. They manage to make the most satisfying level of difficulty ever expressed in a game despite having 3 buttons required to win, 2 buttons if you don't get hit.

You can say that "there are easier jobs to engage with if BLM is too difficult for you", but why should someone who wants to play BLM be forced to not play BLM if that's what their fantasy is? Why is that how you want a roleplaying game to be set up? Why are you not happy that the difficulty is shifted toward encounter difficulty and not job design? Why can you not see how much more fun this makes the game overall? Why can you not appreciate what this does for their freedom of encounter design? Why are you still using third party tools to carry you through the game if you want a difficult and complex experience? So many whys for your complaints. Why is it only a minority that played BLM prior to the changes? Why were the SMN changes so popular? Why are you so wrong when I am so right?

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