Quote Originally Posted by Ransu View Post
I personally don't believe in the complexity argument. RPR for example is pretty brain dead easy to play and I'd have no problem with them doing high dps. My only view point on how much DPS a job should output is based on their kit, not how easy or difficult they are to play. SAM and BLM for example imo should ALWAYS be the top DPS because they offer nothing else to the raid. Their utility is their damage output. If another job is outperforming them then the BLM and SAM should be buffed or the overperforming job should be nerfed. Outside of that, the range of dps output should come down to how much utility you offer. The more raid utility you offer the lower your DPS should be.

Its a simple viewpoint, but that's generally how I believe the balance of the game should be. Like in ARR it was difficult to deal with the double bard meta because bard had amazing raid utility to go along with high mobility to deal with mechanics easily and pretty good damage, especially paired with a dragoons piercing debuff, which lead to the design of adding a cast bar to bards "dps stance" in heavensward which naturally most people hated. Its also why MCH is so low in the damage category because they effectively have 100% uptime and no casting. I do personally think their output is a little too low though, but I agree with the design of them not competing with melee dps numbers. They should be outdpsing bard and dnc easily though.
I like this line of thinking. Though I don't think jobs should be brain dead easy to play (I don't think reaper is that brain dead, it does have nuance to it because of how it builds and manages its resource), they also shouldn't involve finger ballet either. Heavensward was an example of where jobs had way too much to do in your opener that it might be hard to get it all down if the boss did anything other than just a typical raid or tankbuster. The machinist opener back then was...Something else, and for how hard you worked, the payoff just wasn't that great as the fight wore on.

That being said though, complexity and nuance is nice in a job, as it allows you to sort of think about how you want to approach it beyond simply hitting 1-2-3. But also a job shouldn't be too hard that you're staring at the keyboard or controller because you have to push 15 unique buttons to do an opener and filler rotation. Strike a good balance between the two, I say.