Quote Originally Posted by GrenGarm View Post
Absolutely right, and as it should be. Balance between jobs should be relatively even. Balance within a job can be less so. The goal here would be to provide fun options or actual choice instead of precisely balanced options. Balance between jobs should use the most effective build as the basis for comparison.
Honestly though, I don't think it's feasible with this game in particular, the devs already can't manage to balance and make classes fun when they have zero leeway (just look at SMN), imagine that with a talent system?

I swear it seems like the balance team works with a shoestring budget while their marketing department spends 100x more than what goes into actually developing the game.