
Originally Posted by
Gaethan_Tessula
This statement is incorrect, because of two false assumptions.
First is that content can only have a singular solution involving specific functions. It's entirely possible to create encounters with an either/or solution (ex. CC these adds or face a brutal healing check), or encounters that are more variable in order and content of checks (something FF14 has not done much of, its fights are quite rigidly choreographed).
Second is assuming that acceptable difference in function must be in kind and not in degree. While I prefer different in function, I acknowledge that doesn't work for a trinity MMO. Difference in degree, however, does. This is things like a hypothetical RDM that is a DPS with the best off-healer support, or PLD having the most off-tank party mitigation, or AST being the healer with the most rDPS buffs. FF14 already does this, the issue is that it seems to continuously reducing the number of relevant and effective degrees down to one, rDPS, plus HPS and mitigation for healers and tanks respectively.
Say SE makes a Savage or Ultimate fight, and man do they finally bring the healing uptime. It's not easy being green in this fight. Our hypothetical adjusted RDM is really good here, their 2-3 decent healing/defensive oGCD's do a lot of work in relieving healer burden, and they have Vercure/raise if things get super hairy (but hey, optimally they go unused), but they're still a DPS. As great a pick as they are for this fight, though, you don't NEED a RDM. Some combo of DNC, SUM, BRD, MNK, and/or PLD can bring enough combined healing support to give the healers a breath too. Some of those plus a RDM makes healing easier still, but there's more to the fight and compromises have to be made in the capabilities of the team composition somewhere. Perhaps good enough healers don't need off-heal support at all at farm level. Or maybe the high-skill farm strategy uses 1 healer and as many DPS+tanks with off-heals as possible, but most PUG's and lesser statics can't do it?
Untrue, because it isn't just casters with CC. The healers could repose, the ranged could bind, etc. Having a BLM to get it over with in one cast would be nice, but there's other solutions, and if the rest of the fight has phases poorly suited to BLM's strong points some groups may forgo using one.
The goal is for every job to be best at something in a way that makes it feel unique in spread of capability, not merely what buttons are pressed when for how much. That could mean being the best at its core role, or mean best of its role in bringing a specific type of hybrid utility.
Also, RDM and SUM both had AoE binds just last expansion, so all casters having some form of AoE CC is right up my desires. In that case, BLM's only advantage is shutting down the mobs entirely regardless of party positioning or if the mobs have ranged attacks, a far lesser imbalance than not being able to CC at all.
Sure, but (and you'll vehemently disagree with me here) I don't think a given job should be equally strong regardless of what composition they slot into. RDM needs to be able to clear any fight, sure, but I'd rather see a game where parties are built around attaining certain sum capabilities (and there's no fight that requires a SPECIFIC combination of jobs) than one where you can insert your DPS into whatever DPS slot with whatever other jobs because every DPS job is completely interchangeable.
There is no such thing. I don't advocate this because I'm a hipster who loves things quirky and strange. I advocate it because playstyle diversity is a core aspect of fun in a game. It's what makes someone want to play BLM, RDM, and SUM rather than just "a caster DPS."
PS: A lot of this doesn't even come down to current or recent job design. It comes down to encounters designed to fully challenge only two things: party coordination in terms of positioning, and rDPS.