Did you not read my second point? People will prioritize having jobs that buff their numbers only if and when they are concerned with pDPS, not tDPS. If fflogs simply used tDPS percentiles, the issue would be gone, because your numbers would be how much you actually contribute, not how much contribution you can receive. Or, lo and behold, people could just put the fflogs link into another site like xivrdps to see what their actual contribution was.
Further:
What a job feels like is the reason for a job to exist. If feels just like any other, why have it at all? The comparative power already exists, so why add another option? Why have multiple forms of the exact same thing? That is not to say that all jobs are the same now for lacking a support role -- far from it -- but if their feel was ubiquitous, the game would lose out for it, and providing something that feels new and different is the stated goal for job design.
In-practice exceeds everything in Savage? Sure. But, why stop there. It does, truly, in all content with any semblance of difficulty or from which throughput would have even a hobby-like reason to be measured. But what you are arguing is not throughput at this point. You have not been arguing for balance. SAM was undertuned, purely and simply. 3.4 AST outperformed WHM, purely and simply. It does not matter that WHM was sufficient; it mattered that AST was optimal. No one has argued that a job's worth is based on how it feels. I don't know how you even managed to stretch your strawman so many which ways to connect that here. The only instance I have mentioned feeling is in "what makes a support a support" to which I answered when it feels like a support, which comes more from how it acts than just that it's a rDPS battery.
You've argued that because a support job gives other people bigger numbers (at the cost to their own), making their percentages higher even without changing the clear speed whatsoever, then they will be obligatory. That, again, is only true if people are looking at the wrong numbers. pDPS is not a measure of one's performance. We know this. We've shouted this at each other since early HW. And yet we also know that by now jobs of high percentages of indirect contribution are not necessarily more powerful. So what is the difference? This "inherent imbalance" disappears the moment you look at how much you actually contribute, on something like xivrdps.com, rather than just personal damage, via fflogs.com alone -- the real contribution, rather than one facet of it.
Balance is possible. Looking at the tDPS of speedruns right now we seen incredibly tight balance with even SAM able to compete strongly when played very well (just not as a direct competitor with BLM in any but perhaps one fight). So why assume that a job of slightly higher rDPS percentage than the rest (still less than a fifth of total contribution) is the absolute limit? rDPS contribution percentile range has increased with time and yet we're seeing some of the tightest tDPS balance to date. How does that hint at a theoretical maximum of exactly what we already have?
Again, no one is arguing that a job is redeemed by how it feels. If we could have a job sit just sit there and outperform everyone else through rDPS, we would take it. No one is arguing that.
But something is most likely to be called a support when it feels like a support. A support job offers the most it can to a game -- according to the dev's own consideration -- when it does something that uniquely feels like support. And feeling like a support has more going on than just having x% of its tDPS being dealt through rDPS. Which is why, frankly, you don't need a "pure" or 0 pDPS support to feel like a support. And while Bard is almost certainly not the limit of how much % rDPS a job can put out, you could manage to feel like a support even with that little -- albeit probably just barely.



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