Quote Originally Posted by HikariKurosawa View Post
Oh don't worry about it at all. I just don't think the difficulty should come in how you should tweak your rotation to suit the specific encounter but from the encounter's mechanics itself. You want more of an interplay between job execution and encounter mechanics, I want job execution to be its own thing that doesn't change encounter to encounter with all the variable difficulty coming from the encounter itself. This enables the developers to focus entirely on encounter mechanics and minimizes how much they have to consider job interactions with the mechanics in the encounter.

There is no right answer, but I think I know what the devs want and I appreciate the direction the game is heading in and what it will mean for encounter design. It's okay to like something different, but in the end if you want to be happy you'll have to let go of your attachments to your own ideals. The happiest gamers are the ones that embrace the dev's vision. It's their game after all, not yours.
I can respect that, and make no mistake I'm still very much a fan of the game, ill still play DRG in its new iteration, but being such a diehard fan of the job meant I got a little twitchy when I read the discrepancies in how the existing kit was being described and maybe let that i dunno... passion? for lack of a better word get the better of me :P