Because reverting Bloodwhetting to again be advantaged by banked gauge, combo position, oGCDs, reflective damage, autos, raid buffs, vulnerability windows, etc. makes it less fun?
Again, unless by "gameplay" you mean solely power (the degree of effort or optimization required to perform a given task) rather than playflow (the processes and considerations of actually doing that task, especially if optimally), your issue here seems nonsensical.
If to you, {higher skill ceiling} = {less fun}, than can we just dispense with the tangents and just discuss compromises in "accessibility" for those who don't want feel encouraged to optimize things?
Otherwise, if this is truly a preference just for unique advantages (with compensatory disadvantages), can we discuss to what degree you'd be fine with Warrior being left out of certain fights it's less advantaged in... in exchange for its being an encouraged/obliged pick for what content it is advantaged in, and/or why it'd be fine to make an entire content type just "Warrior's" until said content type can be redesigned to repair its degree of choice for (and only for) Dawntrail and onward?
The data and examples from other content shows the same thing people were saying about EW/DT Bloodwhetting/Nascent and Warriors' balance overall. It and they overperform generally despite ALSO enjoying significant specific advantages (far more so than anyone but PLD-in-a-specifically-healer-less-but-high-ST-damage-taken-encounter), e.g.:
- whenever stackable mitigation falls within its duration + 15s of a raidwide and/or a raidwide requiring mit falls within 15s of a prior one that did not specifically need tank mit to avoid needing GCD barriers,
- whenever AoE attack opportunities are alignable with one's on-demand,
- whenever having the by far shortest invuln in the game can rope an extra cheese per fight, allowing for rDPS saves or a more lenient CD schedule to recover from mistakes,
- whenever heals can actually be simultaneously pressured for raidwides and anti-tank damage,
- and anywhere one can make any use of having generally some 44-50% more sustain (not even counting overhealing or excess barrier HP, though exempting emergency Clemencies) for ~2% less aDPS (which, heck, was less than half a percent until the latest patch).
At this point, Warrior's theme isn't self-healing or temporary HP or thrill of the fight or anything so iconic; it's themed most around, simply, copied tools with their friction and skill ceilings then pruned away or their floor itself given enough output to be competitive even without optimizing the skill.Like, seriously, how the hell are we supposed to "solve" that imbalance just by increasing healing requirements... when that would hugely exacerbate that imbalance's impact on the clear speeds (assuming healers don't just outright oom without enough Warriors or Paladins to make up the difference) and likelihood of wipes (from the extra rDPS lost to healing when not WAR/PLD or WAR/WAR)? On the contrary, it would make the matter exponentially worse. I don't understand how anyone could look at that discrepancy and think "Well, if you just made its advantage MORE impactful, then it'd get balanced again." ???
And that should not be the case. Warrior deserves a real identity beyond just "everyone else's skills, but distilled to their most practical core (+ occasionally some unique advantage that, also uniquely, comes with no real or net cost)."
But its "identity" is more than likely going to remain that haphazard crap for however long players --whenever the questions are applied to THEIR job--
- insist that specific advantages should not come with compensatory practical weaknesses,
- insist that content be built uniquely around them ("Don't nerf Bloodwhetting; just remove AoEs from dungeons instead"),
- insist their skills be/remain relatively skill-proofed ("Our sustain should be competitively strong even when we don't optimize it, but it should still reward us for optimizing it"), or
- --just as importantly-- refuse to understand that broad categorical differences in strengths simply prune what jobs are competitive for particular fights and/or at particular levels of gearing... far, far more than they add to job flavor (whereas many other approaches do fine -- just not that one).
I would love to build up a strong Warrior identity. I'd love to see a 4.1 approach revitalized. But I get the feeling that isn't really the priority here for most people expressing allegedly related concerns. Instead, rather like Endwalker Summoner discussion, ease of power seems the more core motive.