Okay so something that's been in my head recently is how some jobs play with regard to their themes. For example, having mained warrior for a while (now gonna be drk or pld) the job feels a bit... slow... for an uncontrollable beast of a berserker. aside from when im triple fell cleaving and setting buffs up for that, playing warrior feels a lot more controlled and calculated than i would assume a berserker to be. the GCD doesnt do the class any favours, with very few oGCDs to speed it up. couple this with timing inner beast for tank busters and you have a class that feels less about brute force and rage, and more about careful consideration of the enemy imo.
Quest-wise, i find it amusing thatPersonally i wouldnt mind if berserk's damage was reduced but there is an attack speed buff as well (similar to blood weapon i suppose)in the lvl 30-50 quests, your character is learning to use their inner beast to destroy everything in their path and learns tank skills, but at 50-60 when its revealed your character is controlling their inner beast to protect their friends, you learn your major offensive skills. I know this is how it needs be from a skill aquisition standpoint, but its strange to me nonetheless.
Other classes i found a bit disjointed - Bard and wanderers minuet. You sing so now your skills take longer but are magically more powerful. I suggested a little while ago that the cast bar remains but in a 3 stage system called pinpoint, where the experienced archer is taking the time to aim only for the enemies' weak spots, taking more time to aim to increase accuracy and thus damage.
This would be in a cast bar wiuth 3 tiers. charge for .5 seconds, 10% damage increase. 1 second, 15%. 1.5 seconds, 20%. If you have to move, you dont lose all progress, you just didnt aim quite as well as you hoped, but you still get a little damage increase. saves dancing minuet on and off since you dont have to charge if you want to move and shoot.
Machinist is fine, that makes sense to me and it'd be nice for their charge mechanic to be different, not the same thing with a different name.
Ninja- no stealth. Imean stealth is there, but you cant use it in boss fights.. i thought thats what ninjas were best at. Of course suiton's tooltip states the water vapour produced hides the ninja, which is fine, but why not go ahead and make those vapurs enough to hide anyone? then trick attack and suiton can be rolled into one, since you always use those 2 skills together. The enemy can't see who's striking it or where before it happens, for 10 seconds, thus increasing the party's damage against it by 10%.
So thats my rant, i understand why many things are as they are and the impact changing them now would have, but i would like to see the personalities of jobs shine through and be reflected in mechanics better. And i want to know if anyone else has noticed these, perhaps having any other examples of where mechanics in jobs seem not to be aligned with the Job's personality