Quote Originally Posted by OgruMogru View Post
Imo it's backwards though. The encounters should also be a vehicle for the job's gameplay.
It's a bit of both really, the jobs are like a lens to view something through, and the encounter is some visually appealing thing to view. Without the view, the lens is pointless, without the lens to see the view clearly, the view can't be fully appreciated. The two have to exist in a balance, and it feels like it's skewed way too far in one direction at the moment

The easiest way to see this is with a thought experiment: if the gameplay of every job (yes even the DPS) were made into 'press 1 over and over (literally one button, no CDs or rotation) until the boss dies, like the RP scenarios in the MSQ', but the encounter complexity was ramped up to compensate, would the game be fun to play?