I’d like to see changes in the encounter design that force more randomness and reactivity in the general play style of pve jobs. As opposed to each encounter following an exact script along with job rotations.

I’d also like to see job individuality and expressiveness even if that allows some jobs to outperform others in specific encounters. Ideally, the devs would build encounters that help balance those performances.

Finally, I’d like to see less focus on pure damage maximization being the primary goal of every job role. Perhaps this means some jobs have buff/debuff roles. Healers have to balance healing vs dps (more so than today). Tanks have to balance enmity generation, defense, and dps. Etc…

Some examples:
1. Utilizing the stun/interrupt system that exists and giving more tradeoffs/decision making to usage.
2. Well timed binds, paralysis may impact enemy’s ability to use certain movesets.
3. Other status effects temporarily buffing teammates or debuffing enemies. Like slow/haste, blind, etc…