Originally Posted by
Turtledeluxe
I think DPS is more than constant value but the highest value, because that's what the game design encourages and what dps trackers encourage. I wish the focus was on unique gameplay for every class that's adaptable to average OR expert players, gameplay that challenges and satisfies players as you were when you fulfilled your AST role to help your friend clear. This is why I'm so averse to DPS-ifying everything, not because I don't want fairness amongst players but because I don't think in the long term that makes the game fun. Unless we all want the jobs to be purely defined by their gameplay but otherwise homogenous, which appears to be what some are arguing for.
As I mentioned earlier SE hasn't come outright to say it, but I get the vibe they want the game to be a story based experience (style over substance) outside the minority of static based content. People looking for job depth are expected to play said content (which imo isn't really answer to the problem). Whether that's their philosophy or a matter of resources is unclear.