Man, I don't know what's going on but if there're different teams dedicated to handling different jobs and making sure they're enjoyable and flow well with other jobs, then those people all need to sit down and playtest these things some more. So many endwalker changes make me wonder how it even got the greenlight, honestly.
For example, AST. You guys removed AST's entire divination mechanic, so cards feel even emptier than they did in shadowbringers. You cited not wanting RNG, as a reason. Yet Astrodyne, that self buff, is somehow more rng dependent than the old Divination. And then you got rid of one of our strongest single target card buffs, in favor of an rng chance to attack like a limp noodle, or heal the whole group -- both of which, being rng, mean you can't even plan how to use them. These changes were obvious to most AST players upon simply hearing about the changes. How did the AST team sit down and play this and go "yeah it's fine."
And that's just one job! Like, look at SMN. What the heck, man. SMN and BLM don't even feel like they're from the same game. BLM has thought and nuance and mastery and getting good at it in fights feels like a journey in itself. There's room for variation. There are multiple openers. There's actual skill expression. Meanwhile, SMN is on rails, for better or worse. The only variation you have is "should I use ifrit now, or will I have to move soon?" How is it possible to work on this job for years and not realize how repetitive and dull the loop has become, especially when you're probably talking closely with the RDM/BLM teams? I don't understand.
And it's the same with tanks. When Endwalker launched, every tank got insane mitigation and even some cool self healing, but DRK's kit looked almost exactly the same, with some minor additions like Oblation. Did the DRK team never speak to the other groups? What happened here? Did they test their dungeons by solo pulling everything? Like, I don't get it.
I could go on but I won't. It's frustrating. Some jobs really nail it! And then others fall flat. I don't understand why. Aren't you all working together on this? Like, one more example to end on a positive note. Reaper's shield ability, is probably the most satisfying shield in the entire game. When it breaks, it makes this really NICE glass-shattering sound. There's an explosive animation. And then your whole team gets a regen. Why aren't healer shields like this? Why didn't the guy who designed the RPR shield ever look at the limp feeling healer shields and go "oh, we should do something about that" like jeez man. Yoshi aint the only guy at square, but I wish the dudes working there would talk to each other more 'cause some jobs get a lot of cool stuff while other jobs feel forgotten.