Now let's move on to the Job mechanics . We get a lot of feedback like, "This Job has a gap closer ability and mine doesn't." The obvious solution is to implement similar abilities for each Job, but doing so runs the risk of ending up in a situation where all the Jobs become too similar to each other . We want to create a situation where each Job has its own abilities, shines in its own unique way, and there's even some pride in playing a particular Job. By strongly differentiating the Jobs, we'll be able to achieve our goal. That's why we'd like to take a step back and bring things back to how they were before.
Another key point concerns synergies: we chose to align the buff windows within a 120-second window, because otherwise it would have been impossible to align the rotations of the different Jobs. But, again, the result was to make the rotations of the Jobs extremely similar, and I don't think that's a good thing . So why not act now? Battle Content and Job mechanics are strongly interconnected, so we set ourselves the challenge of first refining the Battle Content and the battle mechanics, and then dedicating ourselves to the Jobs.
If we were to rework everything at once, it would be extremely chaotic for the players, which is why I wanted to explain to the players in the Live Letter that we will first fix the battle mechanics and give the audience time to get used to it, and only then can we work on making the Jobs more exciting. This is what I meant in the Live Letter, it is the reason why the work on Jobs will come later in the future.