Quote Originally Posted by MintnHoney View Post
That's incorrect by design, so if you're going into matches with this mindset, then you're limiting yourself (and other players) from being able to achieve the best results. The distinction between the roles was blurred to the point of non-existence, stated so by the developers themselves, in order to breathe new life into their kits by allowing more creativity for being unbound by their respective roles (and also to ease the burden of healers, specifically, who were always burdened with having to take care of you DPS players even in the midst of your balance issues).
Jobs are just jobs, now. Each one comes with their own unique playstyle and capabilities (and all of them needing to be balanced individually as a result). Reaper, for all intents and purposes, is designed as something of a teamfight specialist with the ability to create set ups and put incredible pressure on the enemy team through their staying power and unblockable Limit Break, at the expense of a lack of heavy burst and being less capable of single-handedly taking down targets. At least as far as I can tell, with regards to Crystaline Conflict specifically (though this would still sort of hold true otherwise).
Whether it's achieving will always be "tbd," and pvp will be balanced over time if there really are performance issues (or maybe YoshiP really does only care about BLM, and RPR will be left to suffer, but, in that case, we'll all suffer for it anyway so at least you won't be alone).
Ok Here is a scenario I often run into when I fight In CC: We are running the crystal then a WAR uses his LB to stuns us and stops us. Then after the CC is lifted we proceed to attack the WAR. Now given that the WAR is a Tank it has higher hp, def, can spam self heals and use Guard it takes awhile to take it down. Then WHT come to support the after being revived or hanging back then proceeds to heal the WAR and use CC. Then after all that a SAM, NIN, and DRG or a MCH,BRD and DNC or a BLM, SMN and a RDM come in to capitalize on the chaos dealing boat loads of damage and eliminate us.

Now I see what you are saying about play styles can be different but ultimately those play styles are still locked into the roles that are given too these classes. Now you also said the play styles give more options but is that really the case? For RPR when our main uses are hit'n run, cleanup crew, and cluch it's an insanely frustrating play style that's very hit or miss and lacks many options in the long run.

But at least you understand the frustration we are going through and I appreciate that and hopefully Yoshi P will listen to our criticisms down the line. But not just the RPR community the other class communities(MNK) that are suffering as well.