Quote:
It is the PERSON behind the moniter that makes a character rise or fall. No amount of grinding on crabs for 50 levels changes that. No amount of key whoring creates that. No game mechanic cmakes lazy/dumb/bad players. A good player will learn their job swiftly even if you hand them a lv 95 out of the box. A bad player will never learn it no materhow many crabs you force down their throat.
While this is very true, there are a lot of hidden aspects to a job you don't master right off the bat. How best to position yourself as a Thief to land SA every time, how to avoid pulling aggro on Black Mage, how to survive if you do and so on. A lot of the jobs seem easy enough to play, but once you start them you realise there's a lot more to being good at the job, then simply winging it.
There are certainly
some aspects of traditional grinding I miss. I miss the social aspect of forming smaller groups and meeting new people. I miss finding zones that are actually populated instead of vast empty wastelands. I miss having a reason to skillchain and magic burst (imo, they missed a trick with the weakness targeting, that could've made skillchains useful again, but I digress).
What I don't miss is the long waiting times for members, trying desperately to fill that last gap with a White Mage/Tank/Damage Dealer etc. Having to
main heal on Summoner because they're effectively useless in any other role (Not as true any more, but it certainly used to be the case). Having so many jobs unloved, and relegating them to either solo play or 'friends only' groups.
It was a far from perfect system, and I'm sure even SE realises that much. Grounds of Valor and Abyssea opened up the game to a lot of players, and made it far more enjoyable. Let's not knock a good thing, as it might give Tanaka more reasons to nerf the hell out of it.