Quote Originally Posted by Jasmyne View Post
Anyway I can go on forever, but the point is that none of these jobs are really that unique in anything beyond aesthetics. It's strange to me that they are so desperate to get every class perfectly balanced that they didn't realize that they just managed to make all the jobs exactly the same... or maybe they did realize that and that's their ultimate plan, who knows.
Define what you mean by unique; Tell me exactly how the jobs are exactly all the same. So far, I've only seem people over generalizing.


Quote Originally Posted by Jasmyne View Post
I have tons of ideas to make these jobs unique, but I won't go into that.
Why not, it would prove your point and maybe your ideas are going to have enough traction to inspire the designer.


Quote Originally Posted by Jasmyne View Post
For now I'll just say that I don't see a problem with minor imbalance. I don't mind seeing paladin as the staple, easy mode tank class that it started off being, because when you think "Tank" in any game it's usually paladin or Sword+Shield. It would be cool to see paladin being the tank class with the highest defense and best damage mitigator.
I don't mind seeing Warrior become the highest damage, highest self healing and highest HP tank in the game the way it originally was. Warrior was difficult, but when people played it right it was admirable and fun to see.
How is that addressing the uniqueness concern? You could achieve the same by adding a on/off stance that would either give you high (A) defense + damage mitigating trait to your normal combo or (B) high DPS + healing trait to your normal combo.