Charm mobs.
Honestly, I think the problem is creating content in such a way that you must remove a specific job's main ability or else it's weighted poorly. This seems sloppy. All the original content was designed such that, while each job had certain strengths and weaknesses, all jobs had a role and could function without a huge imbalance. I know people are about to point out the difficulty most jobs had soloing, but remember old content was centered around the idea that you HAD to work together. BST was the most notable exception, giving the soloist a job to still be able to play.2) How would you implement such a thing without negatively impacting literally everyone in the game not currently on BST by putting more mobs that could kill them into areas where they'll be fighting stuff that could kill them without the help of said mobs?
We'll have to disagree on this one. The shift to Call Beast from Charm is, in my opinion, something like this.Charm is a unique ability in that its effectiveness is totally dependent on the environment; the whole point of the shift in focus to Call Beast was to get away from this, and I for one think it was a good call.
"Let's make BST able to call a subpar pet anywhere and throw it at mobs, instead of having BST understand different mobs, the lay of the land, family strengths/weaknesses, and all that other stuff that Charm requires."
It is, to me, another example of the move to "easy mode" where every problem is solved by just getting enough people to beat on a monster.
I honestly don't understand this comment. If this were true then it would have been impossible for Charm to have ever been effective without ruining other people's gameplay experience.You CANNOT make Charm more effective without making everyone else's lives worse.