Quote Originally Posted by Raikai View Post
That's why I feel that "stuff staying the same" is related to the 2min meta, rather than details about job rotations. And on that matter, I think the only possible way for a job to grow with actual new things is if they focus on the 2min meta "downtime".

For example. Dancer is a job known to be extremely busy during the burst window, but boring outside of it... Imagine if Technical Finish would do something like 'unlock' a new Dance after the buff ends, or something that replaced your combos with something else for 30-60 seconds. It's a way to spice up the gameplay while not messing with the burst window setup.

That, on top of the promised job uniqueness brought back, which would be interesting to see how many, if any, reverting they'll do to achieve this. For example, Astrologian having their sects back, since the healer sub-division didn't really live up to what they intended.
This really doesn't sound like something CBU3 would do. We're talking about the same studio that doesn't design a dungeon with anything other than 3 bosses and 6 mob packs. Their idea of "improved encounter design" was DDR on steroids with smaller hitboxes.

They release 2 DPS jobs and suddenly everything has to be balanced around them, as we saw with Light-Heavyweight, M6S and FRU, all of which had broken DPS checks. Now imagine reworking 20+ job rotations while introducing an entirely new system on top of them, and adding 2 more jobs on top of that. All of this while Yoshi-P hasn't explicitly said they plan to change the current level 100 rotations.

If Yoshi-P says that people who enjoy the current system will still enjoy 8.0, expecting multiple reworks is nothing but wishful thinking.