
Originally Posted by
Gaethan_Tessula
That's a rather silly bias to presume I would have. But no, my actual reasons are:
1. BLU's current core identity is being able to granularly adjust its kit and role between instances (and, to a much lesser degree, in-instance). Developing a fixed kit for DF directly contradicts that core-identity. The devs would have to settle for picking one of BLU's sub-identities defined by the three extreme corners of its role selection: flute-burst, oGCD, and weakness-targeting DPS; ARR WHM, including Stoneskin II, but with more damage buttons; and a tank that uses actively cast mitigations, along with abilities that "reflect" damage back at the target (Chel' Gate, Veil of the Whorl, Cold Fog, etc.). Probably the DPS one exclusively since that's what BLU would queue as, unless they actually find a way for BLU to actually count as a healer or tank in terms of mechanics.
I somehow think that BLU having to play the "diet coke" version of itself to use DF would continue to cause displeasure in the playerbase. Furthermore, locked-kits in DF would have a knockon of making it harder to balance BLU for current content; e.g., if the devs balance around their DF BLU, then PF BLU could be too strong. This would be especially problematic on JP servers, where DF is actually used for harder content.
2. Making the two distinct, and the DF set likely suboptimal, creates a perverse incentive for players to not use Duty Finder. I've already seen some people complain that BLU as is made it harder to participate in the moogle-tome events as other classes, since so many went to BLU-burn parties in Party Finder. Permanently instituting this problem via having unequal DF and PF BLU as full jobs seems like something SE would want to avoid, as Duty Finder is the primary means by which new players progress through the game.