All tanks play roughly the same, more or less. You can configure your hotbars to the point where you could pick one of four tank jobs and with just a minor modification, play any of them above average. There's really nothing to it. Healer is roughly the same deal as tank. Spam your only AOE or single target damage spell or your DoT. Use oGCD heals and GCD heals when necessary or when the BLM makes the healer adjust. DPS has the most variety, but it is ultimately "build gauge, spend gauge" for most of them.
The reason why it is the way it is boils down to the job balance that SE has strived a decade to address. They want your job choice to be a preference as opposed to a forced decision. As time went on, they further embraced jobs all falling into that burst window. It used to be that some of the harder to play jobs had the benefit that a well-played BLM or SAM would out-DPS the rest of the field by a large enough margin that every raid group simply demanded a BLM or SAM as well as a NIN to synergize the burst window. But to bring everyone else in line, they were pretty much forced to make every job fairly "vanilla."
This will continue as long as SE keeps the tank, healer, DPS trifecta. And they've gone down this path for so long that we can't expect that to actually change. They'd have to redo a huge swath of earlier content to introduce any sort of legitimate support job. Instead of getting "real buffs" we get watered down buffs. Crowd control is non-existent. Every job can solo open-world content (hunts aside), so there's no value in introducing an actual "solo" job.
I'm not down on the game, even if it sounds like it. I play the game for entertainment. My days of playing first generation MMOs like EQ1 are long gone. I don't have that sort of time anymore. I've accepted that FFXIV is what it is. When they come out the new DPS jobs, it'll just be a different flavor of vanilla, but still vanilla.


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