Quote Originally Posted by Sazuzaki View Post
Well it's as you said: job design can only be compromised around. There's no "problematic design" or "correct design," only the design that makes the most people happy.
You don't need to have that particular "cursed" game design problem in the game though: the issue is coupling DPS to extra stuff, but the devs can just stop coupling DPS to extra stuff to avoid the problem completely.

Take gap closers. If you couple DPS to gap closers, they effectively become DPS CDs on top of being mobility CDs. Since DPS CDs have a very different use than mobility CDs, you get degenerate gameplay like dumping all your gap closers in the opener and having the gap closers as part of your DPS rotation. The solution is simple though: make gap closers purely mobility CDs.

The same applies to defensive CDs: "counters" basically turn a defensive CD in a defensive + DPS CD, so it will get optimized as DPS CD. Make them dps-neutral instead and you avoid the whole DPS CD optimization headache it would otherwise bring.