Quote Originally Posted by jon041065 View Post
Middle ground would have been to have a way to still have this OP solo job as a DF setting or toggle and a combat job that could be used in the full game. It's not an either or scenario. It would definitely take a large amount of resources so why is it fine for one group of players to ask for something and not another group? Most taking part in this debate could have got the type of content that they are MOST interested in without it being at the cost of what the others want.
In what way would having an imbalanced kit -- where imbalance in nearly all cases reduces the number of viable choices one has available to them -- be more entertaining than simply having a balanced kit with some four times the normal amount of choices by which to make that kit?

It's kind of like asking for the unpolished product because of certain favorite quirks formed from the expense to other components of the design, rather than just the polished design. Given the polished design, all the unique gameplay can be provided by as little as reducing enemy status effect resistance. There's no unique advantage to the unpolished version. But there's a ton of stuff from which they'd be excluded by the unpolished version.

Quote Originally Posted by Seraphor View Post
Sure, you can have your cake and eat it, but that requires two cakes.
Except in this case it's not two distinct products. You get half a cake to eat, or you get the whole cake. In the first case, only half the cake was ever made anyways; in the latter case, the whole. Development time is not split between producing a solo-content oriented BLU and broadly viable BLU. It just requires more (broadly beneficial, to all jobs, not just BLU) features and mechanics that allow for the solo job its broad viability and balance and to allow for a larger plethora of choices for each fight, rather than merely taking Death and being done with it because "it's traditional (to one-shot fights?)". At present we're aimed towards Magica Wheel type play, only a fourth at most of the abilities being viable at a time according to the fight being approached, rather than each skill having actual synergies and relative value. That's the difference. Reducing BLU to solo play only does not uniquely retain any characteristic qualities of BLU; it merely allows you to half-ass the design.