
Originally Posted by
Colt47
Figured I'd also add that I don't think the problem is the parser. Really it's more the accessibility of the content it is required for and the job design. DPS is basically the most important role in the group, so they got a lot of pressure on them to perform properly. They also are the most complicated of the jobs to run. How do I put this: Anyone can play a DPS job and do regular content, but when you step into a savage or even a normal roulette, their is the developer expectation and the community expectation.
Now the Dev expectation is what gets set by the boss mechanics. Savage is heavily about following a specific set of motions, and if you follow those motions you should beat the fight... assuming you meet a basic standard of damage. The basic standard of damage, while it seems like it shouldn't be that bad, is pretty bad because the optimal way to solve a mechanic may not include hitting the boss. Even if the throughput is possible via calculation, if those calculations are based upon all DPS jobs hitting their rotations at a certain clip, and the dodging strategy doesn't allow for the dps to hit the target, than it is easy to miss those numbers.
Now lets take into account most people leveling jobs do not actually play their jobs right. They hit end game they are already not doing the best damage possible because "well, I never understood this ability that well on mechanist so..." And thus they do suboptimal damage. Now you've got a dps that is doing under the level of damage required per person to succeed, and they might not be constantly doing damage through the fight, either.
I think that they overcomplicate the dps roles in this game because they want the role to feel interesting in casual content that can't kill you unless you really mess up badly. In the design space everyone is doing damage, and they figure that since damage is a fundamental role of all jobs, the ones dedicated to it need to do something extra to justify their specialization. Personally, I'm not for this approach because they already have a lot on their plate to manage. The melee has to manage positionals on top of going around hitting rotations properly, and they die all the time in savage. Ranged jobs definitely need help. I think maybe making them DPS that does mitigation might be for the best, and just cut down on the complexity to assure more people have time to actually do the mitigation functions.