Not quite my point ...
My point instead was, group content where everyone has to be an obedient little sheep and do it a specific way or everyone will suffer, isn't the only type of group content.
It's not about adding "specs", it's about letting you pick and choose what abilities you want.What does adding a spec to a class you already play really change in terms of customization other than control of numbers? The specs in WoW and other games really don't change how a class plays at a basic level. "I want an ice BLM or a thunder BLM" (for example). Okay...the ice spells would probably still induce slow and heavy and given the trend thunder spells would still be dots. So if you specialized in say thunder, you'd be specializing in dots. Oh wait, SMN already specializes in dots, so that spec is more "samey" to another job than BLM as it is now.
That's more what I'm getting at. What radical spec choices would you implement for classes that would keep their core gameplay but would actually be worth the time to insert the change?
For example, if you don't like a mechanic say ... Enochian ... perhaps you can use some other alternative mechanic instead and reach roughly the same result. Perhaps said alternative mechanic has lower damage but has a crowd control component so the mob dies before you do all the same.
Such alternative mechanics will never exist so long as the game is designed around raiding. All mechanics will have to be tightly balanced and SE doesn't have time to balance so many things.
If tight balance isn't an issue ... the sky is the limit really.
They can implement cool new ability for Class A without worrying if that would make said class OPed and resulting in a sea of tears from raiders.
All the banality of the game is due to need to keep things ultra-balanced (thus boring).
Which brings me to my earlier post,
http://forum.square-enix.com/ffxiv/t...=1#post3217176