Quote Originally Posted by ChewieFlakes View Post
It makes no meaningful difference in the grand scheme of things. In the end you're just X healer/tank/dps class with a different coat of paint that simply has to learn boss mechanics and satisfy the Recount meter.
Class variety could be increased, but they're not just totally bland clones of each other. A lack of difficulty probably makes the differences harder to appreciate as there isn't much reason to debate taking a RDM for raise over a BLM in a regular dungeon. In Savage that choice is more meaningful. The healers feel different enough to me even in less difficult dungeons, especially AST with cards. SCH's shields could have been differentiated a bit more by making them last longer and adding a cooldown to them though.

I wouldn't mind moving away from content that is designed to accommodate every class, but if that was done the game would need to have a lot more content or certain classes would become less viable. I don't think it's feasible at this point unless Square wanted to throw another 2.0 at us. Maybe they could have some open world side area where this idea is incorporated, but it would probably be a lot of work even then and it might just end up attracting negative feedback like Eureka.