Originally Posted by
ForsakenRoe
That is a problem that is in players' own minds, and doesn't actually exist.
I don't think it's a sensible idea to design the complexities of a Job out of the game, because of the potential for someone to be toxic, because such toxicity will always exist, that's why the TOS is there to catch them. Instead, we now have simplified Jobs with less staying-power, but by your own admission, we still have toxic gamers complaining that what little remains in the kit is not being utilized correctly. What's the end goal, what's the 'logical conclusion' to this path, of 'trying to toxicity-proof the design of the Jobs'? A DPS Job that has only one action in its entire kit, and whose optimal gameplay was to just press 1, over and over? No DOTs or CD timers to watch, no 'wrong choice' to make in the rotation? And we'd STILL see toxicity, because toxicity in an MMO is inevitable, that's why the TOS is there