I'll agree that "just putting out a sentence about a job and asking 'what do you think'" is too broad and minimalistic to really give an impression on why anyone would support it.
Threads that open in such manner are purely focused on the job's aesthetic, rather than on the gameplay mechanics that make it distinctive from playing other jobs.
Because at the end of the day, this is a game. If you want a job that plays just like another one but just looks different, you're just as well off looking on youtube for some "cosmetic updates" for spells. And if you "don't care how" it plays and just want to see it implemented, you don't get to be disappointed when it's implemented in a manner that wasn't anything like you were expecting.
For instance: the Chemist crowd of previous expansions. "How about a job that mixes potions and throws them to players? Non-magic healers rise up!!!"
With nothing concrete to sell their concept, there was no point trying to argue for or against the job. They wanted a potion healer, they didn't care if it would actually be fun to play, much less if it would be mechanically plausible to implement. For all they gave, it could have been an exact clone of NIN, but with healing potencies.
Likewise, the Time Mage Healer crowd -- they'd name a few abilities from FF games, but ignore that some of those share names or high resemblances with AST skills (especially now that it's a Regen-focused healer with additional "delayed trigger healing" effects), or would otherwise be extremely OP in the hands of any job in their "most faithful" adaptations (such as Haste, Reflect, or any %-health skills).
So while I disagree about needing a spreadsheet written out for every half-formed job concept because, well, that's a lot of work for something that might never be implemented... having even a basic idea of a unique gameplay loop, including a few key sample skills, can go a long way to drawing any popular support for a job.


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