
Originally Posted by
ForsakenRoe
I also think it's less likely encounter design would change, than for the jobs to change. Because to shift encounter design, requires looking at all 19 (soon to be 21) jobs, and making sure that whatever change you do to the encounter design, works well for all of those jobs. What might be good for one job (say, a lot of movement which SMN deals well with) might screw over another (RDM can't move as well as SMN can) and so there'd be times where certain jobs have too much struggle and are excluded from PFs. We saw this in HW, with PLD being excluded because it couldn't deal with magic damage so well (and it's damage sucked). Or DRK in SB, because it had no extra mit options to help healers (thanks to SE stealing Reprisal from it and giving it to all tanks). Instead, I think they'd have to do 'what they want encounter design to look like' first, and then redesign all the jobs for that new encounter design. And that means there's a chance that some get left behind in terms of designs. Much easier, I think, to leave encounter design relatively untouched, and instead change the jobs to better suit it. If there's a mechanic where the two ranged (caster/physranged) have to do a whole lot of movement (something like eruption baiting in UWU for example), RDM would have more issues there than a SMN, or a BLM who's able to pool two Triplecasts. So, giving RDM something that helps them to maintain mobility (like making Reprise suck less) would allow for that mechanic to exist, instead of 'well we can't really do it because RDM would have trouble with it', or SE's apparent preferred solution, 'just put it in and if RDM struggles with it, lol lmao'