Quote Originally Posted by SakiKojiro View Post
All of this is really an issue of how awfully sterile the game is as a whole.

Everything is a set specific percent that doesn't scale. Defensive cooldowns should have actually scaled on a stat, or multiple stats, instead of just "Flat buff or percentage of some type". WAR used to have a few things kind of like this, and it was my favorite job.

Hell now even MP is a flat amount across the board. I've been criticizing SE for years on their completely sterile padded room of a game, well now those hens are finally coming home to roost for everyone else. They didn't know how to balance things in the extremely non-lenient system they built for themselves, so to balance they just homogenized even further.
This, for the most part. In most MMOs, you see a difference in mitigation based on your gear-proximity to the content you're trying; when you start a new raid tier with the old BiS set, you mitigate less (percentage-wise) than you did in the last tier because things now hit harder, while progressing through that tier gets you back to where you were and then further, such that you have slight improvement over the course of the expansion while also making the difference between active and passive mitigation (such as through guaranteed blocks) more pronounced. I kind of miss that when playing XIV.