That's the joke. We already have those tools. Some jobs have a couple more than others, but we have those tools at our disposal. In that regard, DPS is not "lacking" good utility. And yet people say we lack 'good' utility, which means good utility is not simply related to numbers.
Exactly. This here is the real kicker. Everyone here has been complaining about lack of useful/good utility when in reality we have plenty of utility that affects numerical values. Support healing buffs? Mantra, Nature's Minne. AoE Mitigations? Shield Samba / Tactician / Troubadour / Feint / Addle. Resource sustain? Second Wind, Bloodbath, Lucid Dreaming. Damage increases? Pretty much in every toolkit, Chain Strategem, the current AST cards, Divination, Dragon Sight, Technical Finish, Dance Partner, Trick Attack, etc. The list goes on and on. These support skills are certainly useful utility.
What people have been feeling when they say lack of utility is the intangible benefits that the utility gives in relation to how it can change your avenue of approach without affecting encounter design. The most obvious example is always Black mage - properly using Aetherial Manipulation and Between the Lines is the fastest ways to increase your DPS and stay safe from avoidable AOEs - all the while not giving an actual DPS increase on its own. How? By forcing the player to move and reposition, in other words - Utility for Encounter design. Situational Utility for Situational Value.
In other words, the lack of utility stems from the unchanging feel of encounter design. This comes from the obvious problem of a DPS-centric meta. Everyone looks at utility at whether we would lose potential DPS tradeoff. We have plenty of situational utility - Heavy + bind + sleep. However, we don't ever use them because there's rarely a need to necessitate their usage as requiring them would start locking specific role/job compositions, and that's not always applicable when you go into Duty Finder with a bunch of random players whose jobs might just all be red mage. In other words, the readily available situational utility is usually focused internally on the job itself. The main difference between good vs. bad situational utility is how applicable is their usefulness on a general consensus in the variability of their intended purpose. That is what makes utility feels 'unique' and dependent on the player using it itself giving a notable impact on the fight.
In this case, mobility is always useful because we use it to dodge AoEs or gap close and resume our DPS rotation. That's mainly because encounter design has a lot of avoidable mechanics that require players to move. Black mages benefit more to mobility since their situational utility's effect can drastically change per party whereas other jobs gap close for the purpose of re-engaging/disengaging and a lot less so for dodging AoEs. Their mobility serves a very static goal, but it's still better than having no gap closer at all (PLD before intervene).
Situational utility with variability is mainly what AST's old cards did because you can never guarantee what you drew, instead you used what you got to its best effect. People loved this side of AST cards. At the same time however, the card you drew was very situational on whether it could be useful, so it suffered when fights became heavily scripted. It was also what led to people 'fishing for balance' since damage increase is always useful and Spire isn't. In other words, AST's original situational utility could be very off its intended purpose.
I have a feeling that situational utility is what led to Monk's Shadowbringers later toolkit, except the difference in the general utility is that the usage of those skills are very static - disengages and transitions don't add a lot of change, it just keeps things flowing. There's not much variance to make it feel different so their situational utility was very much so inapplicable to most of the fight.



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