Quote Originally Posted by Deo14 View Post
Job design and job identity are steadily going downhill. Considering that there are no builds and jobs have only one way to play them, unlike other games where each job can have multiple distinct ways to play, then I would say balance is pretty bad too. SE just doesn't have any excuse to have bad balance, everything is predictable and there is minimal amount of variance, yet they still can't do it. All nuances are being removed, skill ceilings and skill floors are often few centimeters apart. Someone supposedly beat p12s with 5 deaths and DNC who forgot to DP, all of that in week 1. So what's the point of balance, when DPS check in current hardest content is so forgiving. Another lazy way to ensure that no job is discriminated because it's bad. What a lazy way of "solving" things.

Removing Kaiten was so incredibly out of touch, game has 4 job designers and it shows. Plenty of jobs just feel like unloved children.

Game is still good, but 6.X patches are kind of let down, and job design is just bad in all regards.
Honestly the jobs never had any different builds, and there was always just one way to play them. During ARR you had to level other jobs in order to get all the skills you needed, notable BLM for Swiftcast if you were playing any kind of healer. In other games that have different builds or skill tress it inevitably comes down to one build or skill path being optimal and then enforced by the players, there is no real choice there if you want to participate with others. The jobs as they are now though are very similar across roles, with abilities having been pruned away in favor of a simpler and similar playstyle that is easier to pick up but leaves players wanting to change jobs more often. The instant job change mechanic is really hampering design in this way because it allows the developers to simply tell people to change jobs often if they are getting bored with one, instead of creating jobs that are fulfilling to play for any length of time.