Quote Originally Posted by R041 View Post
It's more complicated than just designing a new Job, they've pigeonholed all design.
The problem is, you cannot have some sort of CC that is unique to one job to the point where you NEED to have that job for an instance, not only does this go against what the devs want, in that all jobs have to be able to clear in any (reasonable) composition, but it could also reduce the impact of attacks.

Going with stuff commonly queued through DF. You get a dungeon/trial that has a mechanic that this one job can stop/change in one way or another. If you happen to have the job, great, however, if you do not have this one job, you cannot make that mechanic deadly as you cannot guarantee that one job is in the party.

Going onto extremes and to a higher extent, Savage and even Ultimate. This one mechanic is likely to be deadly, so you need to bring this one job in order not to die to it. This would be even worse in Savage raiding/ultimate encounters. Imagine getting to the last boss of Savage, or the last phase of Ultimate, and wiping because you did not have this one job for this one mechanic, however, noone has this one job levelled/aren't good enough to raid with it. You effectively halt all progress for something silly.

If you have another unique way a job can function, then by all means, explain another way. Even if you have to change the fight design slightly, I'm all ears.