To add to your examples, I'd point to Dancer.
In Dawntrail, Dancer got Finishing Move, an action which is functionally identical to Standard Finish in potency, cooldown, etc. The only difference is, you can just use it directly, without performing the RNG dance steps beforehand.
The 2min loop for Dancer previously was 4 Standard Steps (of 2 steps each), and a Technical Step (4 steps), for a total of 12 dance steps (Jete, Emboite etc)
In DT, that has now changed to 2 Standard Steps (2 steps each), 2 Finishing Moves (0 steps each) and a Technical Step (4 steps), for a total of 8 dance steps.
This is a 33% reduction in how many dance steps you perform per 2min compared to previously. You, objectively speaking, 'dance' less as a Dancer.
Another example: AST. The Job that whose Identity was centered around Tarot, an activity wherein the 'teller' draws cards from a deck at random, and interprets their meanings... Now, there is no randomness in the action of Drawing cards. You're guaranteed to get Balance, Arrow, Spire, then Spear, Bole, Ewer, and repeat. That'd be like going to a Tarot reading and seeing you, and your 3 friends, get either 'Chariot, Temperance, Sun' or 'Tower, Justice, Moon', and if you ask anyone else who goes, they'd say they got one of those two results too. People would (rightly) call it a scam! And yes, I agree with people who didn't like getting screwed by RNG, that getting screwed by RNG felt bad. You know what the solution should have been? To give the players tools to fight back against RNG and feel like they're in control of the result, not to just remove the RNG entirely
Another another example: DRK. The original design in HW was that Darkside would drain your MP, and empowered actions would cost MP too (via Dark Arts). Managing that drain, and not overspending, was so tied into the gameplay and Identity of the Job, the idea that 'let your anger empower you, but don't lose yourself to the abyss', that the Job quests themselves STILL reference this, not only as a narrative element, but as a gameplay element. The 'stand in the black fire, but not too many' in the first quest (where you kill like 10 Temple Knights about 15min after entering Ishgard), represents the idea of 'use the darkness and empower yourself', while the self-stun that happens if you take too many represents 'you went too far and now you must pay the price' (in regular gameplay, 'you drop Darkside and have to reapply it'). Over the years, due to players not being able to hold back from just blowing their load right away, SE changed Darkside from 'drains MP over time' to 'Pauses MP regeneration', to 'it is just a 10% damage buff you have to literally try to lose'. Seriously, to let Darkside fall off now, you either have to purposely not press Edge/Flood (and overcap MP like crazy), or you have to use, and fail to break, something like 3 TBNs in a row. The mechanic might as well just not exist, from a gameplay perspective, but it has to remain in this hollow shell state because it's core to the narrative of the Job. A 'shadow' of its former self, how ironic
Removing the requirement to be in Melee distance for a sword swing on RDM, would be like removing the invocation of Ninjutsu via Mudras. If SE just removed Raiton, Suiton, etc. And just made them into standard CDs (or in Suiton's case, removed it and just added the potency into Trick Attack). Some would rationalize that 'oh but it's okay, because Ninja still 'uses Ninjutsu technically'', but it'd be undeniable that it'd change the dynamic of the Job, and impact its Identity.
Another example would be... how about 'taking the Role most known for being mobile, and preventing them from being so mobile'? IE, imagine the outcry about 'the Identity of the Role' that'd happen if SE were to give Bards a castbar for their shots. It takes time to aim an arrow/gun, after all!



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