
 Originally Posted by 
ovIm
					 
				 
				We would also do well to understand how we got at this point. Lets review a bit, shall we?
The damage calculation in this game is not additive, its multiplicative. This means that stacking buffs will always be more worth than not doing it, unless timers are way too diverse. 
Also, classes have a lot of high potency nukes on high cooldowns, often tied to damage buffs. 
These two factors alone caused people to always try and sync up their cooldowns, as this was the way to dealing the most damage (after all, the goal of most encounters is "reduce enemy HP to Zero"). And of course, people wanted to make this easier. Square Enix simply catered to peoples wishes there.
To mitigate this, it would usually help to flatten the damage curve a bit, reduce the potency of the finisher nukes and redistribute the potency to other skills. And if damage cooldowns affected others differently, it would reduce the need to sync up cooldowns. 
Now, whether this is something players want, or something that has no drawbacks, that is a different story altogether.
 
We already have a Support role, that is Healers. Let me explain.
When designing a game, you work with 3 base "interaction directions": Player to Opponent, Opponent to Player, Player to Player. 
For each of these directions, you have a role that covers that. 
Attackers work on the Player to Opponent direction
Defenders work on the Opponent to Player direction
Supporters work on the Player to Player direction
If you were to add a Supporter role, you would have 2 roles (Healers and Supporters) taking care of "Player to Player" stuff.