Quote Originally Posted by Wavaryen View Post
This whole. "If it is easy and rewarding players will flock to it." is just silly, that is a design flaw with the other classes not being fun for the reward it offers.
I think the argument runs like this.

(i) If, out of 3 classes competing for one place, one is objectively easier to play and does comparable damage, that class becomes the default choice for progression-oriented players. Easier rotation means more attention to mechanics, more attention to communication and a greater capacity to react to unforeseen mishaps.

(ii) Job balance has the greatest impact on progression-oriented players (no-one else will bench a job they enjoy for a minor performance increase) and balancing decisions should therefore, in particular, consider the interests of that player group.

Now, point (i) I think is hard to argue against. Point (ii) is much more controversial and not something I agree with. Community perception of which jobs are "needed" and which are "unviable" impact far more players than the tiny group for whom a few % damage actually matter. An mmo playerbase is anything but rational when it comes to balance and balancing decisions should not be based on the assumption that everybody analyses them objectively and reacts reasonably.

The problem with RDM imo is that it isn't just easier with comparable output; it's straight up better in many situations due to its mobility. It could do with a slight nerf either to its ceiling or its floor.