
Originally Posted by
Shurrikhan
That's the thing, though: If you already start out with a kit that has both breadth and depth, and then you choose to specialize your power in some part of it over another, you haven't necessarily or even likely added any depth, but you have reduced that kit's breadth, and thereby its ability to adapt to content, in turn reducing its skill ceiling.
Borrowed power, therefore, is almost always a bad thing if the kit was already great, because if it has any impact, it breaks what was already finely tuned to work as well as it did.
And if your kit isn't already great... which would you honestly prefer? To purposely leave it crap just so that borrowed powers can fix rotating parts of it to something approaching a good kit... or to just fix the kit, and then not drop the slurry of borrowed powers over it (breaking its fine internal balances)?
Personally, I'd much rather have both breadth and depth in the base kit, and end up optimizing that kit differently in different fights as needed than just to have a set bonus constrain what I can and can't be good at. I already have my choice of job to apply those outermost parameters for my playstyle; I don't need a seasonal rotation constraining my play atop that.
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In the end, that doesn't matter too much, as most kits in XIV aren't all that well designed anyways. The few that feel pretty damn complete still have their little potency imbalances that limit rotational options and give insufficient reward for the risks otherwise worth situationally taking.
But, to my mind, there's only so much customization possible before it essentially just replaces gameplay with menu-play -- where it exists only to limit the options a player is allowed to interface with in a given fight. And I'd rather see XIV kits have more breadth, if able to be introduced synergistically, not less, so gameplay options is something I'd much rather see in the base kits, not gated behind tier sets or the like.