This makes me wonder whether as far as fight design they'd be better off removing the balance-part of a "job" anyways, and go back to classes.
Since all jobs within a gear class share all but one piece of gear already, that's essentially what a "distinctions are good, no matter how large the gap between jobs" gives us, within the tolerance of role-based stat buffs (likely then buffed to enforce role variety even while jobs are put on rotation).
With one job providing some 10% more damage overall, or phase-clutching burst over another of the same overall, etc., you wouldn't get to simply play BLM, or RDM, or PIC. You'd play Caster. Which would then shuffle its kit fight by fight unless there were a hell of a lot more effort put into each fight's design to leverage the distinctions you've wedged between jobs equally for each job.
Meaning that whether I pick Picto or BLM or Summoner, the damage profile and output is exactly identical so long as we all keep casting and using our skills roughly on CD.
In any way that would actually work, that would be
more homogenous than what we have now.
In the end button-presses would still matter, the server however employs a sliding window of some kind (say, 60s) to figure out what damage multiplier to apply to each next skill we press to "level" our damage outputs. So if I Picto gets a big boost from being able to re-paint in a downtime moment, effectively this'd make their next 5-8 spells deal slightly less damage after the muses, to compensate. Again, actually much more tricky due to buffs and all that, but it's not truly difficult to implement, either.
Yeah, that's... not remotely feasible. You can't AI ARAM-style retune jobs skill by skill mid-fight.
And that would absolutely be
difficult to implement. Or, more likely, impossible.
Again, if you have a singular fight with far, far more downtime than any other, and a singular job with far, far more use for downtime than any other job... you just nerf that interaction within that particular fight. You don't need any of that crap.
We'd be able to have more unique gameplay and all damage output amongst a role would be effectively always equal. While also curbing outliers but top and bottom, which means damage checks in fights can be more tightly tuned. And finally ending the argument "unique gameplay" vs "numerical balance": Server enforces the latter, client is free to do the former.
If it were possible. It's not. You cannot have the value of each skill be predictively retuned based on players' typical and theoretical performance across other jobs for a simulated identical context in order to force equity across all jobs. That is utterly implausible short of the game blocking any parsing while the client merely pretends that anything you do matters while the server really just grants DPS per item level per average %activity until the things falls down dead.
If you have truly unique gameplay, it will inevitably result in different errors possible and, accordingly, different kinds, frequencies, and severity of losses that you cannot spontaneously-predictively auto-retune your way out of to force equity.
Again...
- Singular, narrow problems are best resolved by singular, targeted fixes.
- If other jobs were within community tolerance of PIC in FRU, all of this was bleating over nothing.
- If not, then the simplest, most direct fix was to reduce the value of PIC's downtime interactions specifically with FRU.
- If that were somehow not possible, then the best bet would be to siphon from PIC's downtime-advantaged capacities to their non-advantaged only until PIC's performance in that fight were within tolerance of other jobs in role, within a limit of the downtime-advantaged tools still remaining almost always at least a slight gain, as before (then nerfing the job as a whole for the remainder, if necessary).