Quote Originally Posted by BRVV View Post
[1]Why should there even be a primary mode that all skills and systems are based on? Why not have differences in the modes? Oh wait we have! 20% less defense on job whatever and other garbage. Skills stay the same.
[2] Since CC we have or had (a)White Mage bug, (b)all dying to Summoner Limit, (c)Paladin Onsal cheese and (d)almost unkillable Ninjas because Melees are now tanks apparently.
[3] At this point i don't understand why they don't just remove the mode.
1) Because the alternate realities would be either having two completely different systems (parameters, damage values, system interactions, etc) and probably also skill kits OR there is no primary mode and thus no clear direction where to balance / readjust things, which could cause any balance changes to take once again months unlike what we experienced with the bi-weekly changes we saw on CC's advent.

To add to the first one, this basically means DOUBLE the workload for designing kits and mode balances for no gain at all. In fact, skill transition between the modes would fall extremely flat, discouraging trying other modes because you need to relearn everything / learn a completely different game.

2.) To go case by case:

a) WHM bug occured because there wasn't a single weaponskill / spell with cast time having charges before, so that bug is a technical debt of the Charge system from 5.0. This simply was never tested since it never got used this way.
b) I'll admit this one is tragic since it is essentially reminiscent of the original Caster LB nuke, though with a greater radius and a follow-up.
c) As discussed before, problematic but how would adjust without botching the viability in Crystalline Conflict
d) Yeah no I don't get either why Ninjas got -60% dmg taken when they are basically ranged with their Shurikens and got access to Huton + Meisui. Even for CC I consider NIN to be fairly obnoxious overall.

3.) Because the mode isn't dead. For all the flaws it is still very much alive. Also consider the following:

Dev: "Sir, can we remove Frontlines?"
Yoshi: "Why?"
Dev: "People have asked for the removal of it.
Yoshi: "No, why would we remove assets that are still in use? Also, removing it would invalidate the work our workers have put into it."
Dev: "But the gamemode is incredibly unbalanced-"
Yoshi: "So the problem is balance and not Frontlines. Let's see when we get to those after we bring back Rival Wings."

Obviously staged, but this is the train of thought in game design and development. If assets are in use despite their flaws and cause no problems outside of their usecase, don't remove them.