Quote Originally Posted by EuronTribal View Post
Completely agree. It feels like our intitial design philosophy was supposed to be take a big risk for a big payoff. Punish us for playing wrong reward us for getting it right. Seems like they just focused on punishing us, and rewarded us with breaking even.
This is the basis of almost all skillgap balance, though. Unless you wish to remove the lowest skill-cap jobs from any serious content, complexity can only award control of one's throughput dynamics, not throughput overall.

And even that is enough to potentially bar certain areas of fight design, such as burst phases that time particularly well with x high-control job, or certain spreads and timings of AoE | Cleave | ST requirements, lest one or a few jobs become "required" in kind.