Originally Posted by
aloneatsea
I think the discussion has moved on a bit here, so I'd like to rein it in a bit back to the topic at hand -- being concerned about the state of Trick. There also seems to be a lot of talk about numbers and relative strength, which I think is completely irrelevant until we have raw potencies. There's no point in speculating on something like that when potencies can be easily changed -- see the vast difference the changes in 6.08 made to Ninja's overall strength, going from one of the weakest melee to one of the strongest.
As I understand it, this is about disappointment in the ideological shift of Ninja -- which has historically been a one-minute based job, with a mtaching party buff -- losing its identity as the one-minute party buff job. I think there is massive value in bringing a Ninja to a party as it stands -- they provide a buff to play into for jobs that have burst outside of two-minute windows. Gunbreaker, Dark Knight, Reaper, Red Mage, the list goes on. If players are able to optimise their rotations to make use of Trick, they should be rewarded for it -- and they are! Removing this kind of synergy seems nonsensical to me, when the listed reason for the change is to increase synergy with other jobs.
That reason also makes no sense, given that 60 seconds is simply half of 120s. 1 minute is half of 2 minutes. There's no missing synergy between a 2 minute-buff and a 1-minute buff, as the 1-minute buff will always be available when the 2-minute buff is.