
Originally Posted by
Shurrikhan
Personally, I think it's a good to consider difficulty.
Yes, it's individually nebulous and based on at least several appreciable factors for each job, and sometimes the "duller"/"easier" job may see more mistakes just from a lack of intersecting points of engagement. (I find MCH easier to play when I memorize precisely when to swap from comboing to whatever other tasks, as if it played much more rigid/constrained timers, yet some would say that freedom makes it easier [more 'slack' than 'noose'].) But, across large enough sample sizes, one can see what is and isn't being optimized, how far the average nth percentile player is performing from the job's theoretical max, and who is playing what (in order to account for player characteristics separate from their performance with any single job), and we can thereby get a sense whether Job A is, in fact, "harder" for its/the average player than Job B.
And if we don't account for those differences, and we instead end up balancing something that has far less of a general and/or fight-specific learning curve for tight parity against something that takes much longer to master generally and in that specific fight, we disincentivize ever bothering with that latter set of jobs, reducing class choice and parity in practice for the majority of players (as compared to balancing for just the top 1%).