Edit post. I have no idea why the regular post has such a tight character limit, but the edit doesn't have one at all. You'll notice a lot of my posts have "Edit for length" at the bottom, since that's the reason I put in when I...well...edit it for length. If you want to break it up further, you can use [hb ] and [/hb ] (without the space between the b and ] ) ("hide block [text]") commands, with the / last, which can be useful if you're talking to several people and don't want a post to be SUUUUPER long in length or want it to be a bit more organized to the specific person you're addressing.

Originally Posted by
Valence
I don't care about wow. I care about FF14.
Upon this, we agree. But that wasn't my point. My point was that FF14 is an MMO, and change is part of the nature of MMOs. The trick is to have the changes be natural progressions of the thing changed, not complete upendings of it. Like in real life whenever people push for change or accuse others of fearing change; not all change is good. But some change is good, and change in a very GENERAL sense is somewhat inevitable. BLM is arguably the least changed Job over the course of the game, but even it's had gradual changes. RDM has been MOSTLY unchanged since it was added, but it's had two additional hits on the end of its burst, the burst (Holy/Flare, Scorch, Resolution) have been made AOE so they work in dungeons on trash packs, the melee combo has been altered to generate the three gems which are also generated by the enchanted AOE cone attack (this allows burst to be achieved in single target
or AOE situations, as well as the use of Manafication and/or Embolden between the 3rd melee strike and 1st caster strike in case it's needed then for some reason), Acceleration has been changed into a modified Swiftcast for proc generation and movement instead of a three charge system, Enchanted Reprisal was added, even if it's often ignored and was largely rendered unnecessary by the Acceleration change, Manafication was changed to give a flat 50/50 Mana instead of 2x what you had, Engagement was added as a safer DPS loss option vs Displacement, and then in EW, the damage disparity between them was entirely removed, and the single target melee combo was additionally changed (aside from the Mana Gem mechanic above) to only cost a total of 50/50 mana, allowing up to 3 uses in succession with Manafication up.
...I don't think I missed anything. Yet, no one really is going out there saying RDM's core identity was changed, so these changes - extensive though they've been - were clearly not above the threshold of "completely different Job stripped of its identity" or the like.
Point is: Even Jobs that are MOSTLY unchanged since their release have been changed in some arguably significant ways. And RDM is probably now the oldest Job that is closest to its original incarnation.
Of the Jobs older than it (pre-Stormblood), WAR and PLD have had significant changes, the removal of stances, the removal of at least one combo (two in PLD's case), and I think each has had at least one major rework. WHM had the Lily system added, a cast time DoT removed, several oGCDs added, and even though it's MOSTLY the same on paper, it plays pretty differently due to no Cleric and due to substituting Lilies for both the missing DoT casts and for GCD heals it used in ARR like Medica and Cure 2. SCH has changed even more, having more Faerie abilities added, half its DPS kit dropped, Lustrate changed from percent based to potency based healing, and Cleric removal, of course, as well as some other things like Eye for an Eye and Virus (which now belongs, in a different form, to the Caster role)
On the DPS side of things, DRG has a greatly extended combo vs its ARR equivalent (which may not even have been 4 long...I can't remember when that change happened), and a TON of oGCDs and some party utility buffs, none of which it had then. Oh, and it only has, what, 1-2 positionals? MNK has also dropped most positionals, Greased Lightning isn't an upkeep but rather is a Trait system now, the Nadi system is entirely new, it's gone through several versions of "Fist of Element", and I think it's had either 2 or 3 major reworks, depending on who's counting. NIN was late to the game, but has had a number of changes as well. The basic core of how it works is still kinda the same, but Mudras have changed, all the oGCDs added, the Ninki gauge abilities added, a few new Ninjutsus including the single hardest hitting ability in the game, and most recently, the Trick Attack/Mug change. BRD was changed to a Bow Mage and back again, and then had its DoTs and Songs tinkered with...several times. I think it's had low key as many reworks as just about anything else. SMN had something new tacked on with each expansion until it hit critical mass and had minor reworks of sorts in SB and ShB, and now we have its major rework in EW. BLM is really the only one at all the same, but its rotation is rather different than it was and it has a lot of side abilities like Xenoglossy, the Enochian system (I don't think that existed in ARR), Ley Lines (HW addition), and now Paradox.
And obviously, the HW trio of DRK, AST, and MCH have each had
at least one major and several minor reworks a piece, and AST is slated for another major rework in 7.0.
SAM I don't know as well, but given the brew-ha-ha over Kaiten, I suppose it's had a major rework and no longer plays at all like it did before? This makes RDM the "last man standing" in the sense of actually sticking with its original identity and not having any major changes, alterations, or additions to it that really alter its core gimmick or how it functions (Acceleration doesn't really change how it plays, just how it opens, though the Manafication and reduced melee combo costs come the closest to this in the sense that they can significantly alter its burst phase...)
GNB and DNC have had some changes, though GNB is still pretty true to its ShB core and plays similarly (Double Down is just an additional button you put in the burst window, Bloodfest's timer has been changed to align with buffs but it's otherwise used in basically the same way as it was used in ShB every 3rd minute, and Burst Strike and Heart of Stone are just...better, but still has mostly the same use-case and isn't exactly a part of the "rotation" proper. Even RPR and SGE have already had some changes, like SGE's Holos getting a barrer effect added and Eukrasia Prognosis on them breaking now also generating a Toxicon charge, and it's only been out a year and some change.
It's not a "What WoW does/did" argument. It's a "What MMOs do" argument, and FFXIV is an MMO. As I said in the very sentence before the one you quoted and tried to make into a strawman of WoW:

Originally Posted by
Renathras
To a point, classes change over time, and that's the nature of an ever-changing game, which most MMOs are. Compare basically any WoW class today to its Vanilla WoW version, and very few are even...recognizable.
Note the actual argument. The latter was evidence for the argument, not the argument itself. Point me to one still running MMO that has had at least one major expansion and that has not had class changes during its run. I don't think any actually exist.
Now, that's different than having MAJOR REWORKS, mind you, but as I point out above with RDM and BLM, and even GNB and SGE, even those things that are MOSTLY unchanged have still been changed.
.
Now, you DO hit on some valid points - for example, the stacks - where the Dev team isn't as sharp as they should be on listening to players. But that doesn't support your overall argument. Most of the Jobs changed (not ALL of them, but MOST of them) were due to players requesting/demanding changes in various ways over time. They just didn't always get the changes they WANTED out of the deal.