As a player who has been playing the game since 2.0, i feel FFXIV is get too easy and the jobs are becoming very homogenized and bland, Here are some examples that i feel needs to be addressed.

1. Astrologian was a healer who had unique cards that had different ways to support the party, you had a choice how to support the party, for damage mitigation, it was bold, MP restoration on that other healer who died? Royal road that spire and give an enhanced Ewer to that healer, and why not add that Time Dilation and Celestial Opposition to increase that buff. my point is that you took AST ruined its uniqueness and made all the cards a balance with a 4% or 6% buff because of balance was too OP. Not everyone was fishing for balances SE, we played the cards that was in our hands, its fate and the RNG that i loved about the job and now what is it? a gold fish job. Bring back and the cards and support buffs that made AST great.

2. implementation of Hybrid or Support Role: FFXIV Jobs are very too similar to each other and FFXIV suffers from the holy Trinity system, that makes Jobs, not unique in anyway except a little flavor here and there like dragoon jump for example, i think the having a new Role "SUPPORT & HYBRID" can give us freedom to play roles in a more diverse way. this also makes it easier to add new jobs to the game where they can really stand out from each other and true to it's job identity.

3. Monsters in the open world: There is no threat to these monsters and the world of Ezorea does not feel dangerous in anyway, i was hoping since we are level 80, we can see level 81 mobs or dangerous monsters in the world but nothing is a threat here, there is no sense of danger, not even S or a ranks are a threat, there is no dangerous areas in the game, i don't want to feel powerful , i want to be afraid, i want to have fear of going somewhere. i want to feel that danger, i want to FEEL THAT RUSH.

4. Desynthesis made easy: "Desynthesis rate will be 100% guaranteed
and no need to level up skills" I ask why? because someone felt that they didn't feel the amount of time and effort was worth it? I can tell you that is is worth it and that rewarding satisfaction going from a low percent of success and watch it go to a higher percentage once the desynth succeeded was well worth it. i saved and spent 4 million gil on this expansion, buying vendor gear and breaking them down. I made all these HQ tinking calms and bacon broth and now i can desynth ilvl440 gear with ease with leather worker , Goldsmith and Weaver. It was a very satisfying challenge, in it's own right that i enjoyed. now what?

I love FFXIV but i feel like its getting too easier that there is no challenge in anything anymore, and your making jobs so similar, there's nothing that makes them different from another. you can have a raid full of red mages or summoners and whats the difference when they all bring raw dps?

i like Alexandre_Noireau idea

Quote Originally Posted by Alexandre_Noireau View Post
I would like to see a new Role. That would need a massive modification to most encounters to account for a new 4th role. It could also be a "Hybrid Role" that replaces one DPS and then you just have to reduce HP bars based on a new party config with naturally lower DPS.

Role: Support .
Function: Supporters do hybrid functions like DPS/Healing or DPS/tanking but focus mostly on status alterations, enfeeblements and buffing. Thus, they are not better than healers, DPS or Tanks in their roles, but they bring much more utility for the team play. And also give a reason to be to status resistances and who knows, maybe elements might become relevant. Icon: Purple.

Jobs for Support.
Blue Mage - Caster/Healer - Cane - Debuffer (Alternate Statuses). Blue Mage has a huge array of poisoning, weakening, blind, and other status effect attacks. They also cover areas, being a massive debuffer of enemy groups with a little of healing on the side and mostly low damage, has no burst and only relies on DoTs. (less offensive than SMN)
Mystic Knight - Tank/Caster - Mace - Buffer (Elemental Damage/Resistances). Mystic Knight has a pretty solid resistance against attacks, and have many buffs to prevent damage and play with elemental resistances. His damage output is pretty low but has solid bursts. (Lowest DPS of all tanks, higher DPS than healers)
Risk Breaker - Ranged/Melee - Curved Sword - Debuffer/Buffer (Damage Types/Resistances). Very low Attack has a ranged combo build up (builds up risks) while buffing his group for damage types and elements, and after risk is build, spends it on melee AoE finishers that consume party buffs and turn them into enemy group debuffs. (has the highest DPS of Supporters).

All classes are feeling way too similar, the game has already being too streamlined for too long in terms of builds and player style and customization. Is the price to pay for balance and honestly, i don't know if its worth it. We should get more freedom to play roles in a more diverse way, the trinity has served it's function, is time to move on.