On partial homogenization: it is possible I misunderstood what you meant with this. If SiO does universal but weaker and some tanks have specialized but stronger (like dark missionary), then it's fine in my book, but according to you this isn't what you call partial homogenization then. What you call partial homogenization is what we have right now with SiO just being outright superior on every point. I don't think anybody is even trying to argue that this is good for the game. But the first model? Sounds great to me to bring variations on abilities sharing similar core functions to a role. This is also what I find incredibly depressing thinking back when we had a different Troubadour to Dismantle: Troubadour was the answer to Dismantle that MCH got in HW and that BRD truly lacked. Both had completely different tools to fill that purpose, and now they shoved everything behind the same umbrella with a different paintjob per job (which is even more than what some other roles can pretend to have). There is zero reason to simplify things like this but to homogenize, and it doesn't even affect party DPS. Now all rphys jobs must share the exact same mechanical party wide that pretends not to be a role action when in reality it is. Role actions are some of the worst things that ever happened to job identity. So much especially at the tank level for their core tanking functions is found in there and it plays a huge part into why they all feel identical to play from each other (beyond the basic rotational structure as well).
Damage/Utility: we played a damage role before ShB that was only crippled without a DRG in party. It was dumb, but at least by combining both it was competitive on damage, AND offered way better party support than anything we can claim to do right now. In ARR/HW, like casters bringing raise, we brought mandatory raid resource support, yet our damage was competitive. We can call this a secondary support function or whatever, but it was valuable, like raise, and yet we weren't taxed out of it (provided we had a DRG). Even without that DRG, rphys would have been comparable to today's RDM/SMN with a tax on actually useful support (mandatory for most raids actually, esp before SB). We used to have more metrics, and they were not perfect, nor on a completely different level, but they were enough to play around them more and justify more axes of purpose. This is literally why I'm saying that the current battle system is a pitiful shallow husk that will never provide any solid foundational base for more than just damage, and as such, then yes, rphys as it currently stands must stops being rphys because it doesn't work in a framework that doesn't support anything but uptime and DDR. We're going back to the same diametrically opposed solutions that have been a debate since forever: some want to keep the current battle system because they don't give a fuck about what a rphys is supposed to do and described to do (on the official job guide no less) which has to come at the cost of making rphys either a melee or a caster, and some want to change or expand the battle system enough to accommodate for more depth and variables worthy of consideration beyond damage and uptime. Obviously, I'm not exactly on copium for SE to listen to MY version, because they've made pretty clear into what direction they want their game to go, but I'll still continue to voice my disagreement with it, because I hate it and it pushes me away from their game.
On PCT: everybody knows it's broken, even SE said so. I don't know what else there is to add on the matter of that particular job and it's hard to use it as anything else than a proof of inconsistencies in balancing, but other cases haven't exactly waited for it to show up to be nonsensical: MNK or RPR with defensive support without any tax over it (I guess RPR got a slight one), SMN not being doubly taxed for healing better than a freaking DNC AND raising to boot, etc.



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