Quote Originally Posted by Raikki View Post
...drop rates are abysmal and content has to be cleared hundreds of times. You'd have to be a fool to deliberately make those hundreds of clears take longer than necessary by needlessly using an inferior group composition.
Quote Originally Posted by Duelle View Post
...class stacking is very much SE's fault, between class/job design, ability and damage spread between jobs, and encounter design and balancing (or lack thereof).
Quote Originally Posted by DarkB View Post
...class stacking is SE's fault because they seem to not play the game and just listen to people in forums. You do things with your friends for fun the first times, and that's fine, but after a bit when you see that going with 6 blms 1 war 1 whm is faster than going with other jobs, why on earth would you frustrate yourself, waste time, risk to lose, going with another setup?
Makes no sense.
I read this and I think: if the game developers are truly responsible for us - the players - stacking classes and jobs, the solution should be to limit the number of jobs/classes in a full party.

One example could be incentivising balanced party setups. If the system detects a qualifying setup, it could enhance or increase battle rewards regardless of the time taken to complete it. However, it would be up to the game developers to set and recognize those parameters.

I feel I am inclined to agree with Chardrizard. Accomplishing and achieving difficult content should be a fun task. Efficiency is a choice. Steps can be taken to promote balanced setups (or so-called "inferior setups") rather than efficient ones. But it shouldn't be cakewalk for them either.