



"We aren't designing encounters around healers doing dps. SO....let's give them extensive dps skills". That makes no sense.


The point is, why remove what we had, if we aren't designing around healers doing dps? Why bother rebalancing the potency of SCH's one remaining DOT after removing the others to keep SCH's damage output roughly equal, when they could have just left Bio as being 35p as it was in SB? It shouldn't matter whether that DOT does 35p per tick or 70 (now 75) because the SCH isn't meant to be doing damage in the first place... right? Additionally, you might have missed it on your way to level 100, but they did just add new damage actions, in this very expansion. If they weren't designing encounters around healers doing DPS, what was the point in adding Glare 4? So we could kill overworld mobs faster? So we could do solo instances for story faster?
Also, 'extensive' is doing a LOT of heavy lifting. I'd like to believe that a lot of players who are asking for this 'extensive' kit, are simply asking for the SB damage kits back which is... one extra DOT per job, essentially?




I thought they wanted to reduce dots in this game for whatever reason.
They might not have given them an extra dot to keep track of (they did give SCH another dot) and apply but they gave another DPS option. why are so hung up on the damn dot? every single healer got an extra DPS button.If they weren't designing encounters around healers doing DPS, what was the point in adding Glare 4? So we could kill overworld mobs faster? So we could do solo instances for story faster?
Also, 'extensive' is doing a LOT of heavy lifting. I'd like to believe that a lot of players who are asking for this 'extensive' kit, are simply asking for the SB damage kits back which is... one extra DOT per job, essentially?
And why do they give more options to healers when it comes to damage? Because they still have to do damage in order to clear content. Just because your main job is to keep your party going it doesn't mean that's ALL that you do.
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