thats false old bard and ast were rewarding if u knew how to use the song and right cards for each sceniro u were in lolViability is a incredibly low bar to set. You can argue that pretty much any job can be 'viable' when paired with jobs that have sufficiently high carry potential. But that doesn't make for satisfying gameplay.
If you read my post, you'd see that I think that partial homogenization is very very bad. A classic example of this was in Heavensward/Stormblood and the 30% DR cooldowns when Sentinel was 40%/180s, Shadow Wall was 30%/180s, and Vengeance was 30%/120s with thorns. It doesn't take a genius to be able to rank these effects from best to worst. If you're going to make it so obvious that the skills are equivalent, then you need to make them identical. Otherwise, make them so different from each other that you can't draw a comparison. This is really not a difficult concept.
The 'job synergies' in this game has had historically were pretty dumb. They didn't reward gameplay so much as they did picking a particular job, which lead to a very stagnant meta. The only people who supported that bad game design were players who lacked the confidence to find groups on account of their own personal skill. If you're genuinely interested in synergy, it should come from coordinating and timing your burst with your teammates, not from your job choice.
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