As much as I would like more utility and things to do aside from dps and timing my healing CDs, I doubt that SE would add more because they already view tank and healing as "difficult" to the general playerbase and as a result, are simple to play with little to no real challenge behind them.
Most of the playerbase doesn't care about having more to do than rolling their faces on the keyboard. The minute they add a little complexity, you will see posts and complaints about how difficult it is to play x role.
Even AST, who has had its complexity ripping away from it over time, is still getting complaints along with lower play rate because it's perceived as "too hard" (though I'd say playing AST is more of a chore nowadays).
But to really tie it together. The encounter design is really inflexible when it comes to designing usefulness into a role. It's pretty superficial now.
Tanks just need to have on tank stance to keep aggro as opposed to pre-ShB where you have to do tons of frontloaded damage in order for the SAM/BLM to not get wrecked by the enemy from ripping aggro.
Weapon resistances are gone (though I\\'d say for the better). DRG was a huge problem since it was the only job that brought piercing and BRD and MCH needed it to be competitive. So bringing jobs that require it no longer exist.
Buff timers have all or mostly been changed to fit the 2 mins timer that fights are flighted around. No flexible with odd phase changes and buffs to work around it.
MP assistance. Casters had Mana Shift, Ranged had Refresh. I kinda baffles me that they took this away from ranged. But I guess it's because MP management is non-existant now. It's not fun to manage if your kit doesn't allow it, but having teammates chip in to help you after a death was nice.
FF gets praise for good job balance when in reality, jobs are more or less the same with different flavor gameplay. Having uniqueness in a job/role leads to imbalance as something might be OP or DoA because of the nature of it. And nerfing/changing it just makes it the same as others.
The devs want jobs and roles to be ease of access and the punishment is that every job has to be equal or you'll see people complain their main jobs being weak or strong jobs being broken.
To add insult to injury, the devs themselves have literally said that the game will not have the same complexity as HW (which was the point in time where jobs felt unique from most people that played HW on release) with DRK as an example.
Tldr: devs don't want it, so won't. But we should ask for it anyway.


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