Then just make sure every job has a partner job it pairs with, then you can't complain about exclusion. But of course some parties will exclude some jobs but they already do.
Druckbare Version
they kind of decided they don't want synergies at all and are going strong with it.
So, would it really change anything if every job suddenly has all of these Synergies? Wouldnt it still be more the same like we have now, just extra buttons/Effects?
Or are we advocating for Meta to come back, and a handful of jobs become the only way to play content again and every other job gets the boot for the sake of these "identities"?
In my mind I see nothing but a Lose/Lose.
Jobs will either start suffering and under performing because other jobs revived Meta. Leading to unhappy players that aren't allowed to play because their chosen/favorite job doesn't meet Meta. hen there is the issue that their jobs slot got taken so we need X job, but that person doesn't play said job.
Or nothing will really change because once again everyone can do everything the same way, so you just brought in more buttons or just more effects.
Maybe Im overthinking this, or not thinking about it the right way.
Players complained because they felt " dot/debuff" Anxiety and SE removed it leaving almost every single job play the same.
If you mean things like slashing/piercing debuff, then no, those are very bad. They're not neat little bonuses that give more variation to jobs, they're crutches that kneecap the DPS of entire roles if you don't bring them along. If you mean things like old Rage of Halone, Reprisal (the effect, not the skill itself), etc, then sure, yeah, I can get behind that, although I know they can fuck with raid design so it's not very likely.
IMO that wsnt a problem with Paladin but more a problem with encounter design.. if more bosses dealt physical damage then paladin would have been fine. It was the same with blocks only working on physical hits.
The problem is no diversity in monster types.. every mob has the same strengths same weaknesses etc..
If you created a solid diverse bestiary you'd go a long way to eliminate meta. Here's a fight were blunt damage rules.. here's a fight where its not so good. Here's a fight where magic damage rules. Here's a fight where its not so good..
The issue earlier content and raid tiers and stuff had was the exact same comp was basically the best in every single encounter..
I wouldn't be on board with bringing back Slashing/Piercing/Blunt damage, it was way too niche and finickity to optimise synergies, and yes you literally needed degree level maths to work it all out properly.
But we still have Magical and Physical damage. Instead of getting rid of this, they need to go all in on it. Give Magical and Physical damage types more direct feedback (maybe different colours for floating text damage numbers, and/or different coloured cast bars) then we can expand things like Dark Mind, give more weight and context to Addle and Feint, and give WHM Shell and Protect again.