Quote Originally Posted by Rithy255 View Post
I'll agree and extend to why everyjob being a burst JOB ruins the game. As DPS right now seems to be the only way jobs can have some uniqueness

Ontop of that everything being hyper DPS focused, where nothing support wise matters as long as a job can squeeze out a tiny bit more damage then the others that's what makes it "meta", makes Tank/healer have to be so close to each other in everything that they've become different flavours.

Personally I want the game to put more importance on utility, skills so that Tank and Healer can bring unique things on the table, heck even phys ranged is meant to be somewhat utility focused. Not to say that would just be a easy change to make that one person could solve over night, but I think balance goes beyond making every damage number the same and making every job play the same.
The game in general is completely predicated around dealing damage to HP sponges and avoiding attacks. There's almost zero shining moments for a healer outside near wipe scenarios and even worse for buffers as they are tacking on non meaningful increases on already insane damage.

Given that we are dealing with an outdated engine and outdated combat it's a deadly combo situation where I just don't see room for improvement. They tried to create the illusion of healer and buffer experience by originally designing jobs based on resource management, button presses, etc. People complained, so now most roadblocks are gone and jobs are just simplified damage rotators.

What else can they really do when we don't have elemental weaknesses, true build diversity (may as well just go crit) , complex level design, diverse encounters (physics of the fights are constricted by the engine), etc? The game is just too old to really put a new spin on combat and, by extension, job roles without doing some seriously risky new concepts the team clearly has no intention of investigating.

As a BLM I look forward to my two new spells that do modify Xenoglossy for 10s or something.