And most jobs already have those in "signature" moves. SAM has Midare Setsugekka, BLM has foul, PLD has Confiteor/Hallowed, Etc.Historically games with a wider amount of choice either require an extremely tight balancing team, rotating meta events, or just resignation that everyone is just going to choose the same thing at the end anyway. For systems that do it right, see games like Path of Exile.
PoE needs this to keep the game popular because without their regular schedule of events, the game population just couldn’t be retained. A lot of their team are focused just on this meta development.
FF is a much deeper game overall in terms of story, length and general “stuff to do”. There is always something your character can be doing. So, devoting the massive amount of resources (time/money) to balance or meta development around these “trance” abilities would be a waste of time.
There is a reason the cross class stuff from FF14 1.0 was removed the system, and why with every expansion they try to unentangle the various jobs/shared abilities.
This kind of system is touched on in FF11 in both sub jobs and the merit system..but ultimately both resulted in either “you want to tank as Pld = must sub job warrior” or “endgame big monster tank? Ok you can join but only if you can do Pld/nin to blink tank/kite”.
So if you wanted to play paladin at endgame, your only options were to have all relevant sub jobs up, no real debate. (You just wouldn’t be invited if you were doing something janky)
The only way I think your idea would work would just be individual limit breaks for a single use heavy hit/buff/heal.
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