Quote Originally Posted by Raikai View Post
One thing that is inherently tied to job design rigidity is the actual encounter design. It's made with almost total uptime in mind and that restraints things a lot. For example, imagine if we had side platform to the arena, and by the end a priority add spawned. Obviously some GCDs would be lost for some people to get there - and it would probably feel horrible with the current job design.

As long as they keep with their formula of mirrored mechanics, always predictable raidwidess, boss self centering to have symmetrical danger zones - heck, in Endwalker you could literally use the floor tiles to gauge the AoEs - this structure potencializes the 'stiffness' of job design.

That's why so far I've been let down by what we got in High End raids (fights are great, don't get me wrong, but I expected more substantial novelties) and the prospects of job changes that we might get in 8.0. I'm waiting to see what's going to happen with 7.1's High End duties, because according to some people this was never meant to be heavily featured with 7.0 duties, and I hope that my impression changes.
It's 7.2 iirc, so next savage release. I'm kind of reserving my final judgement till then as well, DT definitely stepped things up in the normal mode encounters, but I think people are giving the first savage tier a little too much credit, when its more innovative mechanics are underused. We'll see what the next tier brings, but I'm also in agreement with the people saying that good encounter desing + boring job design is still a formula for failure.