Quote Originally Posted by Pibz View Post
What I hope is that the rework doesn't just make all jobs completely bland and generic to the point that they are nearly indistinguishable from each other.

Meaning instead of making all jobs some similar dps class with different animations for their abilities keep strengths and weaknesses for each role even if they are changed. For example, healers would become less necessary for keeping the party alive (which was a big design problem in the Feast) but instead their focus would be on supporting the party with buffs and CCs and also slightly stronger healing, but not like it was before; tanks become more of bruisers with also decent utility and more survivability at expense of damage, etc

Unfortunately while I hope it will be like this, I'm completely expecting them to do the opposite and just make all jobs amorphous blobs for PvP, and it is what the fact that they are making it role unrestricted seems to suggest.
It seems, based on the details in the Live Letter sildes, that the only thing that will be unique for jobs will be the Limit Break or Adrenaline Rushes as they call them in PvP. As for party composition in Crystal Conflict, anything will go as long as there aren't any duplicates.

If all jobs will be statistically the same, the meta will boil down to which jobs have the shortest attack animations.