Greetings and thanks for looking this Thread up.
As the title says, i'd like to disguss Job Design on a more Meta level here with the hopes that someone in Squeenix looks this up and starts scratching his Head about how Jobs in general are currently designed.
I am by no means saying that things arent working in any way since in a technical sense, All Jobs ARE functioning properly and can clear all avaiable content, BUT my take it, that current Job design and the "Holy Trinity" of Healer/Tank/DPS is currently in a weird state that favors DPS over Tanks over Healers which results into healing becoming less and less needed from the sides of Healers, and damage mitigation also being trivialized from the side of Tanks (altrough suffering wouldnt be the correct word for Tanks). And what makes matters worse, is that the changes Squeenix ends up making on all Jobs, always come at a cost of losing Job identity for the sake of convenience.
Here is a overview on my Takes on what i think are Issues that contribute the Issue at hand. While they do sound as minor things at first glance, i think its the overall amount of those minor things, that add to the whole Picture, Now to the Bisquits:
Overall suggestions and issues:
+ removal of ALL Role Skills and finding proper alternatives for the few that allign with the Job identity of each Job.
- from the Side of Content itself, Enemies/Bosses in both Dungeons and Trials could need some adjustment in the form of True Damage (damage that ignores every Defense Stat) on certain aspects of their used Skills/Attacks.
- the passive HP Regen, that occurs outside of Combat, should be removed in order to improve the necessity of Healers having to heal. It is strong enough, that it even slightly overpowers the Necrosis DoT which you get from the first Area in the Dead Ends Dungeon. Oh, and said DoT deals 10k DMG each tick.
- the incombat HP Regen, should be either nerfed heavily, or disabled as well.
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