This is actually untrue. certain jobs make better use of certain role skills than others and the outliers are mostly due to personal preference and style. It's not a great system. but its much less of a "set it and forget it" that was pre-SB.
Succinctly: This is not different than simply fleshing out Job ID, which is the whole theme the dev team is struggling to achieve in SB to varying degrees.
This was the mindset on the previous system. Often than not you'd find ASTs in DF who never even bothered to level THM/BLM for Swiftcast (a must-have skill for every caster sans-RDM) DRKs with no Provoke (a GLA skill) BLMs without Raging Strikes (a ARC only ability) The strength of another job was available for another, this simplified version simply gives you a tookit of varying degrees of customization.
Edit: Adding your your focus on traits, it really is no different since more often than not those affect actions and we're back to square one. An acceptable point of contention but the execution will lead to the same caveat.
And expecting the PLD having an equal ground with a trait that is available to all is like saying all tanks "should have block, regardless". It'll make the "weak" weaker and the "strong" stronger.
BLMs mobility is not its weakness, not only that but between the lines and the lowered cast times to aetherial manipulation give them "displacement" abilities on shorter timers than RDM. BLM is considered weak because it doesn't have anything to add outside of (underwhelming) firepower. BLMs "turret mode" is too crippling vs the damage a SMN can deal out while sliding around.
BLM is a rail gun that is shooting boulders that hit like pebbles vs SMN shooting pebbles that hit like a boulder. Your point of customization is understood plenty by most of us. We just know SE won't hit the mark as often as we'd like them to.



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