While I do agree that the playstyles and design aren't fundamentally different-- as it was easy enough to manipulate your resources to suit your needs-- we also must consider what will be added further down the line. Samurai's original implementation was variable and flexible, and were I a designer that was looking to balance that, I would find it more intimidating when weighing against not only what is coming to other jobs, but also to any and all new jobs that are introduced. The more focused the goal of balance is, the easier it is to attain, maintain, and evolve, especially as more jobs come into the game in the future, so I could definitely understand why they would choose to narrow down what a job is supposed to do; they have to think further ahead than we as players do, after all.
I believe we can all agree-- at least to some extent-- that they achieved their original mission statement. What I wanted to bring attention to was the fact that the mission statement has changed entirely between 4.0 and 5.0, and unlike with most jobs that have undergone role or playstyle shifts like that, we actually have the (both, in this case) statements to read, and there is a clear separation between the two that we should be addressing. Because if, for instance, we don't like Samurai being designed around the idea of receiving the party's buffs, we should be clear on that feedback to help guide future development.
As for job difficulty equating to damage dealt, I absolutely agree. I do also believe that it was said during a Live Letter or some other interview that they do not balance based off difficulty (if I recall correctly, it was because of the lack of difference between Machinist and Bard's DPS, despite Machinist being more demanding). That statement is... somewhat contradicted by the difference between 4.0 Samurai and Black Mage, though, as I do believe it was also explicitly stated that Black Mage's personal DPS was higher to account for the ease at which its rotation can be interrupted. Hm.


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