Utility and raise is a red herring. Even in ultimates fight that are excruciatingly designed around the total amount of mitigators and defensives, every role brings what it has to bring with relatively minor differences overall. Raise sure proves to be a valuable tool for world first races, but otherwise... nah.
What matters in the current meta is effort. All the balance of the jobs revolves around effort and that's why we see half the casters being SMNs, and half the rphys being DNCs. It's even funnier in casual roulettes like expert where half the total DPS i've met were probably dancers. People just go for the path of least resistance even if they deal less than a BLM, because the DPS checks are irrelevant past week 1 unless it's Abyssos release and then it opens another can of worms.
What makes or breaks jobs in the ShB/EW model is the rather brutal appearance in class design that SE openly admitted focusing on introducing radically different levels of class difficulties. Does it fundamentally break balance on performance? Not really since anything can clear anyway. At best it breaks balance on people doing speed runs and whatnot. But it certainly breaks balance on the amount of effort put into the game itself and how easily a group can progress depending on the jobs they choose to take. You also end up with players of a wholly different skill level in some statics because they literally got carried by their job (esp SMNs).


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