Quote Originally Posted by Commander_Justitia View Post
Sure you can say they are necessities for every job of that role, and that the differences are the nuances like if a skill has a cc effect or a different combo end. I think it could be more creative than that though. I also don't think mitigation skills have to be that similar on similar cooldowns. But is also boils down to fight design being made in a way that supports these cooldowns and mitigation % required.
I also think "balance" is bad for fun. This game is usually very very balanced, down to a few % or sub %. It really doesn't matter to the average player if 1 job would be stronger for 1 patch or addon. It just matters for the few % who raid and want to have it easier. But they impact the "fun" of all others then.
CC like? You cannot do anything that will disrupt the bosses patterns as you could potentially break a fight, same with anything that slows down cast times. Heavy could be something, but that could also disrupt boss movement if they every give it back to tanks to control more, so, what can you really do that could be classed as CC that, if it affected bosses, wouldn't completely break fights?

Different combo end? Warrior already does that, wouldn't that just bring things closer to the fabled homogenisation just in a different way? Make them all have different effects you say? Well, don't the combos already do that? What are we really gaining from this? I would argue PLD and GNB have no room for a second combo and if you were to give DRK one, doesn't that just bring it even closer to WAR than people say it already is?

The problem is, people have favourite jobs and if SE decides its your turn to be the black sheep, what do you do? You could say play another job, but I want to play this one. But people don't want me because of the job. There is also the whole thing of balance can be measured objectively and fun is measured subjectively. These are things you cannot really use to shape job design around. Some might find it fun that their job is overpowered this patch and hate it the next when it is under-tuned, whereas someone else would prefer all jobs to be more balanced so they can more easily mix up their play experience without feeling like the job they are playing is impacting the run as much. This isn't just a raider vs everyone else, everyone has to be taken into account.