This is also just a known issue. If you want people to play the game, the maximum total difficulty must be relatively even and consistent. In HW, the classes were too hard and fights comparatively easy. End result, people stopped playing the game. EW and DT is the opposite. Classes are easy, but content is extremely hard. Same issue, people stop doing the content.
Personally, I prefer easy fights and jobs of variable skill requirements. It lets me choose the best job for my personal playstyle and skill level and still do ultimates, and taking a challenging job into brain numbingly easy dungeons can make it an interesting experience. Which is just a lot better than dungeons where I die from making a single mistake because I dared to do casual content slightly distracted.
It's all the better when the most homogenized thing in the game, fight mechanics, also aren't homogenized and target roles by role. M6S is a fantastic example of how giving rphys a unique mechanic, liquid hells, can be very fun. But also that trying to force casters to do liquid hells spoils caster gameplay. Because casters aren't supposed to be mobile like rphys. It cheapens the experience and homogenizes the game. 'But casters have a mechanic!' Yes, and the mechanic isn't a good caster mechanic, which can be seen by the fact that the devs keep removing the 'cast' from 'casters.'
I digress. I could talk about all the things I'd love for BLM to have. Pruning of low-use and somewhat boring skills, removal of thunder dot because dots just cannot be fun in the game as designed because of server limitations. But the biggest thing I want is for all casters to be casters again. To have extremely limited movement and have bosses designed around casters having limited movement.



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