Quote Originally Posted by Lyth View Post
Rotation doesn't get in the way of mechanic design. It's just not relevant.
You're proving my point...
If Rotation doesn't stand in the way of better mechanic design? then there is no harm to be found by making Job designs have any ounce of flare/flavor and any skill or gauge interactions have some ounce more depth. Since it doesn't get in the way of any prized movement mechanic designs.

The argument that everything Job rotation is so simple and there for irrelevant? Sounds quite elitist. Like how fun Job designs? is beneath your existence to exist. Because it doesn't increase the difficulty? there for meaningless... Not everyone wants to do Ultimate or Savage to get the excitement of executing something difficult, to which finding something difficult is subjective.

Movement is tied to not dying. Square cannot or will not increase the skill-floor before Extreme and players don't want that content to be more difficult. Rotation/Job-Design/Skills however? can be made more Fun, have more depth without it coming at the cost of any Skill-Floor or Skill-Ceiling. Although many call this not relevant? I call it Depth/Flavor/Fun when Jobs are given just that.

Although " Fun in a Game through Job Design " seems to be valued so poorly by some... that it can be seen as irrelevant. I guess we have to value Perfect Balance of everything above that? Then we truly want to pursue Jobs being played with only 1 functional Skill that you can bash for everything cause that's where we'll end up. Then nothing is relevant anymore... except of course that precious movement.