Quote Originally Posted by linay View Post
I'm not against differences, but I'd prefer that those differences are not for the sake of having a difference in fear of "death of job identity," but rather because those differences provide good alternatives.
Hence, homogenization.
What I tried to say with that discussion is that we are stuck in the DPS and homogenisation mindset because the current philosophy behind activity design is pushing towards that direction. If every high-end encounter required a good dose of both physical and magical mitigation (it's just an example) tanks would need a more incisive identity. I like every job being viable, but there are many routes available to achieve that result without going all-in on DPS checks and full homogenisation mode IMHO, and of course they are more time consuming and difficult to design for the devs.

Another thing I think is very important and is not being discussed is the fact that a lot of players in this thread are talking about being locked out of duties and people using the best possible option for a fight. This is true indeed, but it opens up for another problem: if the players are relying so much on party finder and struggle to find groups for high end content, it means that social features built in the game are not doing their job properly.

Also, to Nora, these were just two random examples. I'm just worried for what I think may be just the beginning of a bigger identity loss process. Personally, I fear the day when we'll be just 3 roles with different cosmetics and a couple rotation nuances, but of course there is a lot of people out there who wants just that.