In general
- Materia needs reworking, damage variance in DH isn't really that enjoyable (especially with it being so damn hard to get on non-dps)
- Crit needs to be reined in or just redone, because its overwhelming efficacy means anything that isn't Crit only ends up being "who's fighting for 2nd place?" (and in tanks' case, this is a given for DH lol), autocrit on skills is just a bandaid.
- A better way to scale and choose our gcd speed would be greatly appreciated
- For the love of god please no more big potency single hit skills I have to bank on critting
- Enemies need to be more receptive to being moved around to make it fun. Additionally, the amount of encounters that now just have gratuitous castbars that don't do anything but set up the next castbar also contributes to why moving bosses would be fun in theory... but not in practice.
- It's possible that the clunkiness of moving bosses is also connected to their massive hitboxes, since enemies tend not to move upon touching their target circle.
- In normal dungeons, its more reasonable that bosses tend not to hurt much from using mits on mobs beforehand (even then that's heavily debatable now that everyone at least has a 25s cd mit) but its especially noticeable in alliance raids that tanks really take no damage at all unless the boss's name is Diabolos Hollow, they really need to start upping raidwide damage in these in general, but at least have them start hitting all tanks with autos.
Let's go over some givens
- Any option that is weighed as offense vs sustain will always be favored toward offense, the offense means you want to hit it as much as possible than let it sit unused, but the defense means you might not have it on demand when you could actually use it, and designing a fight where it naturally lines up would be hamfisted (even if they really like to throw in tankswaps and mit points at 2min marks a lot lately).
- When an option has to be taken for defense instead of damage, people tend to see it as a punishment (ex. any GCD healing, aggro combos pre-stb)
- Adding charges to an ability means you decrease the frequency of using an ability in favor of cramming more of the same thing where it can be best maximized (DRK's Shadowbringer). The only exception is SAM's Tsubame Gaeshi due to not being able to use that on demand, which also affects Meikyo Shisui.
- Because SE doesn't want to walk back design decisions and implicitly admit that certain things weren't wholly thought-out, things can only be built on until it reaches critical mass and turns into something unrecognizable, ship of theseus style.
- Problematic elements of a job tend to get removed rather than revised.
Apparently there's a char limit to posts, huh. Let's continue.