Quote Originally Posted by Kalaam View Post
But what about every job being a build/spend 2 minute burst as it goes on? How can we have more variety in that too ?
Depends on whether you want to popularize difficult 4-man content.

If not, then it's as easy as just swapping over many of the skills timings so they're not used at / bankable for the 2-minute burst and compensating the jobs most made less synergetic in doing so, which would still be only a faint difference overall.

If so, then you have to make those above benefits conditional and/or make raid buffs actually split their value among everyone so that buffers and exploiters scale that bit more evenly with party count, or you vary the timings of raid buffs if you want extremely tight parity.

But regardless, we're still free to make those kit changes even now.

Those kit changes won't much change gameplay, in themselves, though. Until rigid CDs > bankability for raid buffs aren't the only pace-setters, in 98+% of situations, you will continue to hit any single-charge skills on CD and to bank your bankables only for as long as they can be banked for the nearest raid buff.

For a more fundamental/significant change, you'd need competing pace-setters, be they from the encounter or other undermechanics that frequently misalign from rigidly timed raid buffs.