Quote Originally Posted by van_arn View Post
Why though? Limited jobs are amazing at providing a different experience than what you’d get with the reskinned blue/green/red jobs we have now.
If the difference of having more than 60/90/120 second timers to hit occasionally outside of filling with damn near a single skill for the rest of the time in optimal play were actually entertaining, I might agree with you. But it's not, or certainly not nearly as entertaining as BLU could be with no cost to its unique acquisition systems.

Let me be clear: sometimes excessive grind aside, I love BLU's unique skill acquisition system. But none of that necessitates, nor excuses, a basic and dull playflow. You can build a fancy cake and still have it taste like a good cake. You don't need to deprive players of a fun or deep playflow just to make room for acquisition systems. The latter has absolutely no impact on the prior provided people intend to play BLU as a BLU (something that will take additional time to progress on, largely in compensation for its hyper-versatility). If they don't want to play BLU as BLU (and I don't mean just-another-caster-with-a-uniquely-shallow-playflow), they should not be the target audience of a BLU design.