Quote Originally Posted by zcrash970 View Post
All the "weak" arguments are major faults in skill trees.
It will always boil down to the most optimal builds and class which Yoshi-P doesn't want.
This, it just makes the game harder to balance overall because in essence this is what you do.

We have 3 tanks, 3 healers and 7 DPS jobs.

With that each one has one way of playing no variables so content is based on how 13 jobs play.

Add specialization and you amplify it based on options, give each class 10 option now you have 130 variables to keep in mind rather than 13, wherein you could make contnet that is easy for one setup but impossible for another and then what, all you do is have people continuously resetting their skills to always be the most optimal. To create content around an open ended skill system just makes it harder to create an engaging and challenging PVE experience.

You kinda gotta think of it like this, in chess do you get to choose what pieces you want to start with? Why not wouldn't it give you more options, allow you to do more, to optimize how best to play. The reason for the limitations is because you learn to work with what you got, each ability is a chess piece and it's using those abilities to the best of their effect that makes you more effective. It's that mentality that allows for challenging content like Savage mode and primal extremes to be made because the creators can base the content around the constants of the jobs and not have to consider the variables that each job "could" have.