Quote Originally Posted by Renathras View Post
think the problem here is (a) what those are, (b) how much it forces players to use them (there's a difference between having OPTIONS like the Aero/Ruin 2 cases in ancient times vs nowadays where optimal is required or you're bad), (c) and if it's forced onto Jobs unorrgannically in ways that don't make much sense with their history or design.
If we're talking about DPS tools, they're only as "forced" as you perceive them to be. You may look at adding something like a rotation, and the potential DPS optimization that comes with it and see additional requirements, but the game does not. All the game cares about is if the Boss' HP hits 0 and at least 1 person is alive, and that is a VERY easy bar to clear for almost all of this game's content. If having the ability to reach higher and not reaching higher is a problem to the individual, that's on them--not the game. The game doesn't care if your uptime is 98.91% or 78.25%. The game doesn't care if you clipped your GCD. The game doesn't care if you overhealed. The game doesn't care if you dropped your DoT for 20 seconds. Only you as the player can care so long as the fight is won.

If you want to talk semantics, then Dia is not something you are ever "forced" to use. Even in savage, you can very easily get a clear without maintaining your DoT. The overall impact Dia has isn't particularly large, because you only ever use around 20 casts of it across a savage fight anyway. Is it possible that it's the difference between a clear and an enrage wipe? Maybe, but it's very unlikely to be. Some players who may flog themselves over lost perfect is not something that is healthy to design a game around ever.