Quote Originally Posted by Guntank81 View Post
DOT mechanics have been a longstanding feature in many games, but they can often be problematic for balance and gameplay. In Final Fantasy XIV, the Paladin job's DOT abilities were not intended to function as true DOTs, but rather as a source of additional damage.
No, they were intended to do what they do, damage... over time, which is all it takes to make something a "true DoT".

This can be compared to the Edge of Shadow ability used by the Dark Knight job.
One is effectively a multi-charge oGCD with solely instant damage. The other is a GCD that takes 21 seconds to deal its full damage. What point is there in comparing them beyond that they deal damage (and, contrastingly, with different required TTKs).


While the Paladin rotation can be enjoyable, it can feel awkward to have to sacrifice one of the Requiescat stacks in order to use the Confetti ability.
It's already limited by MP requirements, and adding an extra cast of Spirit would only make the larger rotation even more awkward.

Overall, it is my belief that DOT mechanics do not align well with the current mechanics and gameplay of Final Fantasy XIV, and their removal should not be seen as a way to make the game easier, but further improve the flow of the game.
Okay, but... in what instances have their removal (A) not made the affected job easier and/or (B) made the "flow of the game" better for the average player (e.g., not to just those who specifically dislike DoTs)?