Quote Originally Posted by Keramory View Post
I think what irks me more about the idea of newer jobs or the inability to make them is it would be SE's own fault for falling into the trap. They bend backwards to make every job the exact same thing with different animation effects and then struggle with making the jobs unique. This would have been less of an issue if they didn't over accommodate with the fear of people not being able to play every single class ever for end game content (which they'd still be able to do but they were afraid stupid players would lock others out for their job choice).
Making jobs unique has nothing to do with adding more jobs or not; it has everything to do with this



1. Strict dps requirements
2. Strict healing requirements
3. Strict time requirements (every second matters in savage/ultimate)
4. Doesn't allow for experimental gameplay

Anyone that's played mmos long enough knows how classes are balanced around the hardest content. Thus the games are usually seen as unbalanced like FFXI because high end content consists of the same classes. Or they're seen as boring and 1 big blob of all tanks having 123 + self heal and 1 burst phase like War/Drk because they don't want to keep any jobs out of high end content. Stormblood was the last unique expansion, Heavensward was better at this, and A Realm Reborn was perfect in terms of job identity and creativity.