Quote Originally Posted by BigCheez View Post
It would affect casual content a lot more than it would affect high-end content. I would like a reason to use my buttons in casual content, and I would like the tanks and healers to feel more different from each other in terms of playstyle.

With the way that jobs and content are currently designed, the majority of content in the game feels like a farce. I never come out of casual content feeling like anyone played well or anything interesting happened. Either it's a normal run and the content gets blasted or you get stuck with glue sniffers and it takes forever. Either it goes well and it's boring or it goes badly and it's boring for longer.
I mean, I don’t think anyone can deny at this point that a lot of content goes that way. At the same time though, I think a lot of that is to do is problems with encounter design itself than the jobs themselves. So I always assumed that when people do make suggestions it’s with the unspoken caveat that ‘…and encounter design is also addressed’. I mean, in a vacuum, with current encounter design, things like changing healing or damage reductions probably wouldn’t make much of a difference to how interesting it is; nothing really hits hard enough anyway. The things people will argue to adjust might differ, but I think most people do agree that the encounters need to change as a prerequisite to job changes, rather than just nerfing certain abilities and calling it a day (which just sucks lol).