This (underlined above) is either errant or disingenuous. Remember, the OP is about DUNGEON-APPLICABLE utility, not merely skills by which to pass damage output from one member at no increase in gameplay depth. The favored jobs in 4-man content were favored for their burst AoE damage or AoE stuns, not any of the various other utilities like Disembowel or Slashing Resistance Down.
The only content not immune to any of that was dungeons, and no, it was not preferred. Your original standard speedrun comp in dungeons with decent mass-pull opportunities was Bard, Black Mage, White Mage, and Paladin, which would almost utterly forgo such utility, outside of WHM's AoE stun via Holy. And even that hardly made a difference. Apart from WHM, it certainly didn't cause jobs to be favored for their utility. And Holy's damage was nerfed quickly enough to mostly "fix" that, regardless, eventually putting SCH and AST at higher max value in dungeon runs, even if at more effort required.
Yes, there were 4x SMN or 3x SMN + Healer groups that could survive off Egi swaps on bosses and DoTing down Heavied enemies before they could max out DRs, but they were the rarity.
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On the broader topic:
Ralph, I agree that we are currently short on utility, but even more than that content runs short on pertinence for utility. At present, there's no reason for it because it's all face-roll anyways, and any attempt to add complexity without the tuning to make it relevant would just be waste. That state which damn near occludes all possibilities for more means/styles of engagement should not be considered acceptable, certainly, but we'd need to first look at what interactions we want to actually engage in during our day to day dungeon runs. Do they, by popular opinion, have to remain braindead hallway sprints? If not, utility is a lucrative area for development. But that's a big if.
Moreover, I'd advise caution in seemingly obligatory and free utility (e.g. oGCD and at no meaningful resource cost). If, for instance, a DPS has an oGCD cleanse and Healers have only Esuna (on the GCD), it's not so much that you're lightening the healer's load; it is YOUR load now, as you're the one with the lowest opportunity cost by which to deal with it. At that point, there's no sense of interaction, but merely more buttons to press for a very meh impact. Compare that to the CC sequences in WoW and how conditional they can be due to additional complexity in mob packs, and the difference in likely satisfaction should be painfully clear.



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