I wasn't going to comment in here, but now I have to.
Using the above, yes, you could say, look, they are the same. But some commonalities between jobs is required. Just using the graphic, a ranged attack, gap closer and basic AoE is going to be needed for all tanks.
Going onto defensives. It is, again a necessary evil. Make ones that are stronger than another, since the aim is for every job to be able to clear all content, the 'weakest' one still has to be able to mitigate the damage, with the higher mitigation ones only helping if it actually saves on healer resources. I could go more in depth, but having the tanks have similar defensives for similar situations should (in theory) help out fight design. Again, necessary evil. Same is true for raidwide mitigation (how often is PoA actually useful in changing how a healer would have healed if the PLD had not been there?)
So, going back to the graphic (which I suspect is going right back to ShB), Fight or Flight, No Mercy, Inner Release and Delirium. Fight or Flight and No Mercy are the same (even down to procing another GCD), however, Inner Release and Delirium are different to both of those and they are infact different to each other. Yes, they both provide free access to Fell Cleave/Scarlet combo, but Inner Release helps build to Primal Wrath and allows access to Primal Rend/Ruination, the Scarlet combo gives the DRK Blood and MP, with no way to spend Blood during it, meaning you need to be careful before you press it. It also does not give access to a stronger attack like Primal Rend/Ruination or build up to an oGCD like Primal Wrath.
Talking about the spenders (both ST and AoE), first, I find it funny the graphic for Chaotic Cyclone was used, when the equivalent would be Decimate, however, they, again, are used differently and have different considerations. Holy Spirit can only be used with the Divine Might buff once per combo and you have to use it before you complete another combo, otherwise it gets overwritten, Burst Strike, whilst you can use it once per combo, you can also store the charges and the charges are used with other actions, then, Bloodspiller and Fell Cleave, both use gauge, which builds up at different rates dependant on the job (DRK is a constant 20 per combo loop and Warrior is 10/20 for Storm's Eye/Path), DRK also builds gauge in their burst via Delirium, whereas Warrior just straight up gives 50 gauge and upgrades it.
We can continue this thought with the rest of the kit where, you can say you can line up buttons, but do you actually press them in the same way, do you have the same thoughts and considerations when you press them. Each tank has different burst phases with different nuances and things to consider, which does go back down into the filler aspects. To me, making a blanket statement that knowing 1 tank you know them all, undersells the differences in the tanks.
The same can be said for melee. I've already made a long post about how Monk and Ninja are different, but to see people claim Viper and Reaper are the same baffles me. My cross bars are setup differently and they have a different flow to each of them. But then, if all melee are the same, are they the same as Samurai or Dragoon? I suspect if the question was asked, how are the melees the same, I would get the response that normally follows. They all have a 120 second burst and a mini 60 second burst. They also all use combos, therefore they are the same. Of course, this completely misses everything else about the jobs. A simple question would be, if you took a melee and made it a 45/90 second job, would that then make it not homogenised, or would it still be homogenised because it has a mini burst and a big burst?
Healers are the jobs that I can say are the most homogenised, with Sage and Scholar being the closest to each other. But again, healers need a basic suite of healing and damage to perform their job at a basic level, would it then be fair to count these towards homogenisation where it is a necessary evil? As an example, imagine if all healers were in the perfect state, would all of them having a single target heal, AoE heal, ST damage spell, AoE damage spell and a raise work against that ideal? Would changing them to have HoTs and shields added make them less homogenised?
I also don't like the argument saying, you can just map similar things across the jobs. Well yes, that is human nature. Doesn't matter how different you make things, you are going to have a plan as to where you put things. This button is my tank invuln, this is my short defensive cooldown. Doesn't matter how you fancy it up, if the main goal for that action lines up well enough with something from another job in the same role, chances are, they are going to be put together. That is just common sense. Even if you made a job's 123 RNG like old MCH, you are still going to put them in the 123 slots of that other job where it is a guaranteed combo, because that makes sense. All that to say, button placement does not mean job homogenisation.




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