Quote Originally Posted by ForteNightshade View Post
Giving DPS greater responsibility is fine, though the devs have said they won't due to it being unfair for those playing specific roles. I recall Yoshida specifically mentioning the Gorilla mechanic from A5. Furthermore, the issue with mechanics like that is with how rigid jobs have become nowadays. Take a job like Dragoon. If forced to engage for any long periods, it's rotation is entirely destroyed in terms of damage output. Hence why any DPS mechanic will largely be thrown onto whichever job does the least damage.
Heaven forbid I be responsible for turning into a giant gorilla and punching high explosives across the room. That's so unfair. I'd much rather press the same 25 buttons I've pressed for the last 100 hours to shave off 2% of the boss's health.

The calcifying effects of the design decision to never require any decisions of the players lest endgame raiders indicate a preference for certain classes (which they were going to do anyway) are even crippling DPS gameplay now. Every job gets uptime-friendly 'stand here, then here' mechanics. Every job bursts at 2 minutes. Every job wants the same substats. It's so tedious.

Ironically, A5 gorilla would be a perfect mechanic for modern FF14 healers. They do the least DPS, their burst doesn't suffer from not building up resources if they disengage, you have to bring two of them, and there's never so much outgoing damage that the tanks can't get along fine without them for 15 seconds.