Quote Originally Posted by Shurrikhan View Post
It doesn't, though. The design goal remains the same as ever: jobs should be competitive. If they all needed to have the same raw damage, then those with the best exploitable damage density would produce the most output, but not even every jobs without raidbuffs needs to all have the same raw damage. There can be a range between higher exploitability/burst and higher overall raw damage.
Take pld as an example.
The old pld could not exist with the new 2 minute meta and was reworked to be in the image and likeness of practically all rotations.
All the classes that were designed to have a sustained damage output over time have been transformed like all the others into burst classes. There is no other way out with this system.

Clearly, if we take shB as an example, leaving the 2 minute goal leads to another problem: some comps will perform better than others. Bad. But the point is another: why did it happen? why were some better than others? For raid buffs.
So we always return to the same point.
If you remove the raid buffs, or rather, you really skim them considerably, and these buffs become the main characteristic of the job that has them, these are used not when it is convenient for the user because he manages to take his hypothetically damage windo, but they would be used much more expertly, since they are the considerable source of their rdps.

While I'm tempted to agree, since that sounds more fun than just %dmg buffs, I have to ask: in what way? Even a rough example would be appreciated.
I think I wasn't clear here and you might have misunderstood, but in any case what you mean is a point that I would like them to valorise.
What I meant here is that a buff shouldn't be a measly button press every 120 seconds, but should be an integral part of the rotation.

Take for example the ast and the sch: they are 2 classes that buff (ok, the sch debuffs the boss but that's the story), the importance of these 2 buffs in the core of the rotation are completely different. The one for the sch is a button that you press every 120 seconds which is separate from everything else, the one for the ast is an active component of its rotation, it is its gameplay which is based a lot on its buffs and which rewards it by also unlocking some damage .

The fact is that if I take the brd, I know that I take it because they are a class that is based on support, its gameplay makes me understand it and I'm happy, it's part of its fantasy. If I take the rpr I take it because I want to hit Athena in the gums with my scythe not because it has a sad buff to use every 120 seconds. So I don't find the reason why all these classes should have raid buffs (that compromise the concrete and feasible possibility of get out of the 2 minute meta).

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As for what you mean and what I would like to see anyway, they are the buffs that do not directly affect the damage, and they could be mana regeneration for example, it could be the speed up, it could be the skill-speed. These buffs could change the considerations that are made during the content, also changing the way of approaching the fight.