The problem with the 'support role' is that it exists and doesn't exist simultaneously.
Jobs like Bard, Astrologian and Paladin are intended to be 'support-role' jobs that focus on supplementing their main role with party buffs. However, these support abilities often lower the caster's dps without giving back the dps they lost (Ballad, Paeon, Clemency, Stoneskin), are limited in usage due to requiring large amounts of resources (Clemency, Foe Requiem), or are tied to cooldowns that stop the players from interacting with their support buffs for more than a few seconds at a time (Draw, Divine Veil, The Warden's Paean). It's also worth mentioning that despite the game being so heavily weighted toward an aggressive playstyle, there aren't many support abilities available that actively increase a party member's dps output; most support skills in the game are defense-oriented.
The end result is jobs that are clearly intended to be more support-oriented than their counterparts from the same role, but due to the game's extreme focus on DPS generation and the variety of limitations places on support abilities, they can't freely support the party as a 'support hybrid' from previous Final Fantasy games would. And so we have what are essentially support jobs, in a game where support jobs don't exist.
This is different from Healers where all aspects of their toolkit are equally weighted. In the game's current design there will never be a reason for a Healer to not dps. It's an interesting contrast to 'support-oriented jobs' that have many aspects of their toolkit that they often have no reason to use at all



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