Quote Originally Posted by Anova View Post
I think there's too many balance issues when you change the LBs for all the classes to be unique; especially replacing damage spells with buffs. You essentially have to calculate that the group buff will equal the damage dealt by the LB for however long it lasts.

It's actually really hard to balance because if you set it up at a perfect rotation for 8 players to equal that damage, then nobody is going to do it because a single player pressing one button to do that damage is preferable to a party of 8 doing perfect mechanics to get the same damage. If you set it the buff too strong, the raid groups with world firsts are going to go with that combination and alienate other classes. SE has been really strict about not doing that too.
Typically as long as you have one other job that can do basically the same LB (for a given stage), there's little to no increased reason to use a rigid class composition. This is a large part of why I like the idea of multiple LB options per stage for most jobs -- more potential overlap. Though, as much as I love the idea of buff/battle-regimen LBs, I have to agree with you in their difficulty of balancing. Usually any LBs of that style would need to generate more bonus damage than the more straightforward dps LB to be worthwhile, because there are so many more ways it can go wrong and waste itself. (If not 10-25% higher damage when perfected, then the bonus would have to at least come via the fact that you can refill the limit bars while still using the (buff) LB, and with the buff accelerating that limit bar generation at that.) That in turn does mean that most star groups will only ever use the buff LB unless they don't have enough time before phase shift or need something dead asap. Honestly that still doesn't seem a huge issue to me, though, as those disclaimer conditions happen frequently, and each choice (whether 'direct' or 'regimen' LB) can be carried by more than one job.