Quote Originally Posted by Shurrikhan View Post
Just playing Devil's Advocate here:

But, would you like to be forced to play a particular one of multiple different ways depending entirely on the fight, rather than merely altering your opener and near-jump CDs? Generally, that's what external and fully player-controlled customization comes down to: particular fights quite nearly require particular setups, at least once the community comes to know (or, believe) they are optimal.
My idea is simply to make a class more diversify to play.
You can give the players all the skills and allow them to fully customize their openers and rotation.
But imagine in the next patch SE introduce a set of new skills for each class. I believe players will complain few things:

1. Too many skills/abilities which makes it clutter
2. Rotations will be too long and failing the rotation will be very punishing
3. Rotations will be complex and hard to master.

End of the day, SE will have to solve this problem by doing a major rework on a class by removing old skills and introducting new one. Then some players will complain that the rework is bad like how it happened to MCH.

Im not implying all the skills are selectable. Just maybe some skills which tied to a certain stance.

Maybe its something like astrologian diurnal sact and noct sact where diff stance leads to some abilities with different effects. If we apply same concept to a bard, where a bard can choose the damage stance, then the skills that the bard has some damage ultimate skills wheareas support stance will provide more buff to the parties.

So we can actually have a more diversify party composition with the same class. We can have 2 bards where one bard go for DPS and the other go for support.
Or maybe a DRK can fill the role of a DPS with the DPS stance.
Or maybe Red Mage can fill the role of a healer with the healer stance.
Or maybe Monk/DRG can fill the role of a tank with the tank stance.