Max MP = longevity. Refresh traits and MP regen outside of active mode = longevity. MRD, LNC and MNK have less of both than CON and THM. Either way, we're gonna go back and forth for all eternity on that one, so I'll agree to disagree and leave it at that.
As I mentioned, I wasn't the only one who felt and experienced that (between other individuals ingame and the discussions that would pop up from time to time). Most people take things quietly, but my being part of the hybrid wars in burning crusade (back when all paladins were expected to be healbots over all else) and the bullshit with RDM in FFXI have made me very adverse to anything that might get in the way of individual choice. I as a player can't dictate anything, but I know game mechanics lovingly kicking people in the face while saying "can't let you do that~" does the job nicely.It sounds like you're letting your personal bad experiences with your guild color your judgement.
I'll disagree because as I said, it's the exact same mentality of "l0l ur dumb f0r n0t uzing/leveling x job", but squeezed into a smaller packaging.Given the ease of leveling the latter is obviously the better solution for our situation. Which is good, seeming that's the way this game is going.
Flexibility does not need a tight leash so much as balancing does.
As far as the hardcore thing, my guild was not exactly hardcore. We didn't have an actual roster and never bothered to put one together until we started assembling a group for hard modes (which is why we relied on suicide kings for loot distribution instead of using DKP). I do know that player trends roll downhill, from the top to the bottom. FFXI also proved this. I can admit that I always expect the worst, and given the specter of FFXI that looms over this game, I'll continue to do so until the game blatantly proves me wrong. We haven't quite gotten there yet.![]()