Quote Originally Posted by Shurrikhan View Post
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.
It would be enough to have raid buffs that are completely redesigned and distributed exclusively to a few (2/3) select classes.
An absurd and imaginative example Let's take the DNC:

"Technical Finish" with low or non-existent CD to always keep up devilment (with a doubled duration) with Tillana usable every minute.
A standard step that can be used every 30 seconds on a target or on oneself which buffs for 10 seconds and if in these 10 seconds the partner overcomes x damage you get "Pas de deux" (name taken at random) which has y potency. Espirit that gains gauge for how many buffs you have active: 0 buff -> 0 gauge, 1 buff -> 5, 2 buff -> 10.

With a class like this there is no need to have classes that are highly synchronized with all the same windows to vomit damage thanks to the job designers (because let's face it, the synchronization is very artificial and is not thanks to the intellect of the players).
With only one such class, the role of the buffer is not diminished by a single key press every 120 seconds that everyone has.
Furthermore, this way you test the capacity of the buffer and of your party mates to always be ready to synchronize with buffs expecially in hard-content.