No no, he has a point given my rather public stance on a job should feel fun to play first and effective second. Lemme try to expand on it without taking too much away from the thread focus.
DRK to me has problems. It’s slower, feels weaker, and just too stiff to me now. Even after an expansion, to me it still has these problems to the point I can’t be bothered to level it. If the next expansion just adds in say Braver and Omnislash from Cloud but basically changes nothing else, it’s still a dead job to me. And even if that’s all they did was just add those two in, I know there’d be people just praising the design choice cause oh look “It’s Cloud the guy I know!” and just ignore any problems cause oh look shiny thing.
To me a job needs to be fun, look/feel impactful and not dead weight. The issue I have with adding in abilities and attacks more closely tied to a character than job is that it may lead to them just getting away with worse or poorer design choices because hey we got the thing that the famous person did!
Edgar wasn’t an impact on me trying MCH. The focus on Edgar now, and how his signature attacks haven’t fixed or made the job worse made me drop the job because doing the funny chainsaw move isn’t enough to carry that job for me. And I mean have you seen people say they want melee chainsaw or a combo like RDM has?
And I’d hate to see the same thing happen to DRK. Design choices based around making it more like Cloud, or heck more like Cecil(I have no idea how thy do that though). To me the jobs have taken some cues or nods from their predecessors but are different enough to stand on their own without being a straight copy. Familiar enough without being way too close to the same thing.
Even if this doesn’t make sense and I’m just yelling at clouds here(HA) I figured I needed to at least try to expand my thought here.