Dont like it for obvious reasons o^o
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These changes are really good, estabilished groups can just keep their team formations as it is while it prevents other groups of players to go with more dps jobs in progression parties. Note that this doesn't kill unusual party formation for farms, funtimes and/or content that the limit break isn't that needed. I think this was made to give devs more freedom on designing savage content without making mechanics that wouls force two tanks and or two healers in a party since their punishment will be made on the limit break gauge now while not punishing random matched groups for having a formation with multiples of the same job.
I'm only curious to know if this affect a preformed Full Party doing a content together thats is abaviable on duty finder.
Let's call them something more realistic, like "diverse setups". These changes probably have no affect on 95+% of raid statics out there, and are primarily targeting every group running double monks to push for world first clears.
And clearing with multiples of the same job will still be possible, and will be lauded with even greater merit because of these changes.
Wow, attribute system and diverse party set ups in the same patch! Way to encourage diversity and customization guys!
The original system on 3.1 grouped things differently. It divided damages to melee and ranged, and you got penalty if you had more than two of either group. So this penalised even such combinations as having both caster damages, BLM and SMN, still having bard or machinist, and only one melee damage.
As it is now, it only enforces the "traditional" 2 healers and 2 tanks with 4 damages, but leaves the actual damage class distribution alone as long as there is no doubles. And that only if you are on the level where you absolutely need the regular limit break. Nothing stops trying various creative setups, you can go as 8 SMN if you please. If you are of the level for that, the LB would have propably not been needed anyway.