I'm gonna add in my own two cents here as a primarily phys ranged player who raids but also actually still cares about the silly things like class identity, lore, and gameplay feeling, taking away all Raid wide damage buffs are an absolute non starter. Legitimately nothing good comes from that discussion. You will anger far more players then you appease for the POSSIBLE hypothetical of a better system that may or may not be better.
1) Class identity and feeling actually matters. There are players who actually choose jobs like Dancer and Bard because they love the idea of boosting other players damage, players who's biggest rush playing the game is hitting Technical Finish, Radiant Finale, or Divination and then watching as the rest of the party all trigger their most heavy hitting abilities in one coordinated blast. Removing everyones buffs destroys that sort of job fantasy and many players would flat out just no longer have a playstyle that fits the way they want to play the game.
2) Removing all raid wides but the ones who's identity is support centric also doesn't solve this issue either, it just doubles down on the problem. If you make it so that say all ranged DPS are the ones with the raid wide buffs, then all you have done is made it so that they are in control of the burst window. All the other roles will STILL hold their strongest abilities for those windows, they just now no longer can contribute their own raid wide to the cause. This also hurts those players who maybe dont want to be an all in support like Bard or Dancer, but also dont want to be pure greed like Samurai or Black Mage, as now they are basically told "you are pure support or you are greed, no in between".
3) Saying that it should be removed so that it can give devs a blank slate to work on and change up classes is basically the equivalent of "Trust me bro." I said the same thing about Summoners Endwalker, and sure I still stand by that, but that sentiment means nothing to Summoner mains who have to wait who knows how many expansions for Summoner to start being a full job again.
4) Going back to varying up the timers does not solve the issue like everyone thinks it does, and only creates problems that the 2 minute windows was designed to fix. When you have jobs that are out of alignment from what most other jobs you create outliers. The only way to handle it is either a) make it so that every job has major cooldowns at different intervals (which is almost impossible and highly impractical), or b) make it so the outliers are SO strong that they dont need to operate within the windows that most other jobs are in (which can be much harder to balance). Stormblood was most like this and hey, I loved Stormbloods meta and felt that in terms of combat design it was the best expansion we got. But not everyone agrees, and my opinion could be colored that I mained Bard and Summoner that expansion.
What I'm trying to put all this out to state is this, neither of these answers are good answers. The question is inherently flawed. Job design goes hand in hand with battle design, and currently battle design is far more of an issue then job design. I believe Shurrikan said it best in that you NEED to have battle design start forcing players out of their current paradigm of "hold everything for the window" mentality that has become 14's primary combat loop. Just gutting all raidwides for the hypothetical of a better system is only going to lead to higher dissatisfaction. I know I sure as hell would start looking at other games if Bard suddenly lost Radiant Finale or Dancer lost Technical Finish. I live for those moments in my static when I say it's going out and I watch every other ability in the raid light up and the bosses bar just chunk down.


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