Identities are unique gameplay experiences. While there's no point in creating multiple jobs if they all play the same, there's equally no point if everyone feels compelled to pick the same set of eight jobs, expansion after expansion. You need to have alternate methods of achieving the same end goals. There is a way to simultaneously achieve both "Identity" and "Balance" that is neither Stormblood nor Shadowbringers, respectively.
There are some things that are an essential part of a role. You can't design a healer job whose identity consists of "actions which increase a party member's HP" to the exclusion of the others because that's fundamental to being a healer. You can't design a tank job whose identity gives them a monopoly on invulns.
Balancing out raid buffs is tricky enough on DPS jobs, even when you can pretty much reduce the performance of the role down to a single number. A number of longstanding raid buffs have been toned back such that they're a lot less dramatic than they used to be. And at the end of the day, even if you get everything mathematically balanced, the average DPS player doesn't really care who's on top of the healer damage charts when it's only ever going to be just a fraction of theirs. They just want you to press the magic button that makes their numbers bigger.
I think that if you want to achieve "identity" in a fair way, it has to be by either using alternate means to achieve a similar goal, or by providing two different benefits that are not directly comparable. For example, how does a proximity-based movement speed buff compare with an invisibility spell that makes a player less likely to be selected for a targeted mechanic? How does AoE knockback prevention compare against being able to set up a temporary teleporter between two points on the arena? It's alright to have unique situational abilities, so long as the game designers create situations for them to be used. Cover has historically seen some pretty interesting uses for this reason.
I don't think that raid buffs should be the focus of the discussion. Now that some healer jobs have them (read: everyone except for WHM), it should by rights be standardised across the board. Where you can make healers more interesting is by giving them tools to solve raid mechanics in a way that allows for greater dps efficiency. Movement and positioning is criminally underutilised in this game's design. Another place that you can differentiate them is by expanding on their respective resource management systems. MP can't be the new TP.



Reply With Quote



