Quote Originally Posted by Rithy255 View Post
I think the issue is that being "busy" doesn't mean difficulty when a lot Jobs designs are needlessly busy in the 120 minute windows, but outside of that they're just pressing a 1, 2, 3 filler.

I even think variety extends beyond rotations, I don't think Jobs should just only serve a purpose of being there to bring a slightly different rotation and cosmetic look, at least I would enjoy something that brings new options or something else.. But It feels like even expecting a Job with at least a nice rotation feels like I'm expecting too much. Raid buffs aren't even interesting you just click this 120 buff and yay. I don't think the current raid buff system works in favour of making jobs stand out unless they're Bard, Dragoon, dancer or Astro.
DPS jobs have always managed more or less to keep a relatively unique structure to them, although some definitely share some core traits, but for tanks and healers it's always been a problem and it's not something especially new that came magically and recently.

WhM and SCH were two very different healers since the dawn of time, and when AST got released, in spite of having the dual sect option, it still shared most of its core toolkit with WhM, where every heal could be replaced with the ones from the other almost 1:1 except for the few OGCDs they had. Tanks have shared the same core basic combo branches since day one with some flavor sprinkled on top. They all had the power combo and the aggro combo, with a dot branch and/or a buff/debuff branch. Like healers, the core was utterly the same thing, and the flavor was located on the additional toolkit, and this hasn't changed much. The introduction of DRK and GNB doesn't break the pattern, and SGE is just another SCH in disguise with a different flavor.

On raid buffs, it's been an actual peeve of mine. We used to have a lot of them being unique and interesting, like Foe Requiem that lasted as long as the BRD had MP remaining (or could be shut down on demand). It actually brought a ton of party teamplay and planning, and a good bard player could adjust when to use it to match other buffs. Hypercharge was cd based but could apply on both turret modes (damage or mp regen), and battle voice also applied on manasong (and now it's just one of those extremely hollow raid buffs on cd). This is what rphys used to be about, compared to the support boredom we have now.

( Make us use our MP pools again damnit )

I am okay with the new Radiant Finale that actually requires more than just a cooldown, but they could do away with the actual cooldown that serve literally no purpose but to make it rigid without any need. I am okay with devilment because it's not just a +X% damage generic raid buff. But as far as the rest goes? It's bland.