Quote Originally Posted by ty_taurus View Post
I'd argue every job has unnecessary bloat by having entirely segregated actions for AOE in a game where AOE is the most unimportant factor of combat that is almost never utilized beyond "here's a group of trash enemies or adds for you to burn down." If the game was constantly pitting us against multiple bosses that had more interesting movement patterns that made AOE advantageous at different moments, and that AOE was actually a meaningful DPS gain on 2 enemies for every job, it'd be a different story.
On the other hand just making you do your single target rotation with AOE falloff in dungeons would make dungeons even less interesting, at least classes like BLM have actively interesting AOE rotations, I don’t want even more reason to have to press broil

I’d agree that more bosses need AOE phases (though they would have to better balance AOE because classes both do wildly different damage and not all classes start AOE’ing at the same number of enemies) but removing AOE buttons to just have broil have 40% falloff feels like the worst circle of hell