Quote Originally Posted by Shurrikhan View Post
[B]Just as players not forced to go BLM right now, nor forced to optimize any job, neither would they be forced to make use of additional skill ceiling. None of that is mandatory.

Most of the existing kits are already far from mandatory in their usage, or you wouldn't so often see them go barely to not at all used in clears. A single death will frequently make a larger difference to one's "performance" than up to a third of one's buttons, and crit/dhit luck will often make a bigger difference than hyperoptimizations.
Quote Originally Posted by Supersnow845 View Post
Healers have 2 damage buttons and one can be invalidated by a single DPS critting a single time in the burst window (if hyosho Ranryu crit does it at least enkindle will also do it)

Absolutely A++++ design
These factors seem to work against each other.

On the one hand you have people saying "they could design classes so you can do a lot more damage if you put in the effort".

And then on the other hand, you have people pointing out (with what reads as resentment) that someone can do enough damage to cover up another party member's weakness.

Which is wanted? Gameplay where it's okay for only some party members to have optimised their skills, or where everyone is pulling equal weight?

And why is it a problem that a DPS does more damage than a healer? The game isn't a contest of who does more damage individually, but how much you do together as a team.

Am I missing something?