Quote Originally Posted by Dyvid View Post
You realize game developers have been trying to find an alternative to the "Trinity" for years with little to no success. Until someone finds something that works it's tank, healer, or dps.
What I am saying is, BLU could be a tank, healer, or dps based on skillset. This is again, "as if" it was a rip of XI system. If the skills they had gave them a heavy VIT focus, they would be marked as a tank, if they had a heavy MND focus, they would be marked and queue as healer.

Quote Originally Posted by Dotsusama View Post
I feel like one of the faults is that the long-standing MMO tradition of the Holy Trinity (Tank, Healer, DPS) combination is what has boxed them in. Not that I blame them, since it's the easiest way to figure out who should be brought to any fight. But it's been Yoshida's long-time and consistent answer that he doesn't want too many variables such as buffs because it makes playing too complicated and would affect the balance of all encounters.

Maybe they can find a compromise. Make a base class for BLU and then have one branching Job for each kind of role. I have no idea how they'd name them, but that's the least of the issues.

Also, I worry about how they would implement learning new skills. Doing it via job quests is not very exciting, but forming parties to go learn high-level skills without dying to them could be difficult for the other players involved. Like spirit-bonding but for job abilities.
While I feel BLU may indeed be too complicated, what I don't like is that they are going for overall class design, not just role to all be equally simple and contain no difficulty in playing. It's like the gear in this game, there is little thought put into it, you just get higher ilv's you can nitpick some sidegrades with better secondaries but accuracy aside they hardly matter. With classes, there is little depth to playing them and their responses are they have no desire to add any for any class.