Quote Originally Posted by baklava151 View Post
I was thinking, one of the things holding it back is Square's obsession with designing everything around 1 and 2 minute bursts. It makes it easier to line up raid buffs sure, but it stifles how creative they get with the class if they don't want to deviate from this and just add more and more 1 min CD abilities every expansion. If we got a full DRK rework, I'd want them to spread DRK's damage out with abilities that have shorter CD and focus more on the interplay between resources (MP, Darkside and Blood) to help break up the monotony it currently has between bursts.
Yeah I think SE has kinda designed themselves into a hole at this point. There was a thread discussing this on the /r/ffxivdiscussion subreddit and this comment stood out to me:

I think it's absolutely awful (note: I don't consider Shadowbringers to be particularly meaningfully different from Endwalker as far as this goes). I don't like that it gives basically every class in the game the same gameplay rhythm, I don't like that it basically removes the ability to make classes that are designed around consistently high damage instead of huge spikes of burst damage, or classes with irregular sets of cooldowns that line up in different ways from minute to minute instead of all existing in multiples of 30 seconds, or classes that revolve around optimizing within their own internal kit rather than playing to the group buffs. It's so ubiquitous that it largely dictates fight design, which puts some hard limits on how interesting SE can make the game's encounters. It represents a severe reduction in the game's capacity to support any sort of player expression. And it makes gauging your own performance needlessly difficult because so much of your damage winds up concentrated into such a small number of attacks within such a small portion of the total fight time that Crit/DH probabilities don't reliably normalize into something that reflects your actual input to the game.

I don't know if I was the one who made the post saying it's the worst thing that's happened to the game in years, but I'm sure I've said it before - and if not, I'm saying it now.
Every Job is on that cycle now, and I think the only damage cooldown that isn't sitting at a 1 or 2 minute cooldown is Riddle of Wind over on MNK. Sustained DPS is dead, variable timers are dead, and raids are designed such that major mechanics happen right when burst is coming off cooldown, such as Intemperance, Limit Cut, P3S add phase, etc. I dunno, feels like they designed themselves into a corner, particularly in regards to Jobs.