Quote Originally Posted by Rithy255 View Post
1. When you look at Tank & Healers, they do "play" the same as one another, Tanks generally don't have "interesting rotations" enough to vastly be different...

2. I don't really need to debate healers do I? I hope not.

3. For DPS, I actually agree with you Jobs like Monk vs Dragoon don't play the same, for the most part DPS are fine, Reaper & Summoner I dislike but I'm happy that theirs jobs for beginners (Although with summoner they need more casts per minute), "2 Minute meta" can effect this as we generally have jobs designed around bursts, I do think 2 minute meta hurts variety a bit but doesn't completely remove variety but it does sort of hinder it. I feel as if Melee are pretty "bland" as in theirs no sort of melee that deviates from the standard structure of rotation based jobs, such as having a melee with a lot of proc based gameplay ect. I'll add that I think 2 minute meta is a big reason why jobs feel the same as most jobs work towards that big burst, then cycle on a basic rotation until that big burst, hence why even if a job feels different theirs a lot of similarities to even the most "different" of jobs.
1. For me, tanks should have an easier rotation, however, tanks should also be the ones manipulating the boss in order to make the lives of the other players easier. Unfortunately, over time, this aspect of tanking has devolved which is why so much emphasis is put on their damage rotation. A couple of easy things are tanks being able to manipulate boss positions, having more reason to use your Interventions, TBNs etc. and one idea that I have had is making stuns and interrupts useful, but not necessarily for stopping attacks outright, but changing damage profiles. Altering how that damage comes out.

2. Nope. Healers have a lot of things that haven't worked in their favour. They need more cohesion between their damage and healing kit and then forcing them to actually make the choice between a damage GCD and a healing GCD. The things is, healer design not only relies on the healer's themselves, but also tank kits and encounter design.

3. I would agree, the 2 minute meta does hurt job design space, however, if you want true creative freedom, then damage raid buffs have to go completely, which would make every DPS a selfish DPS. This doesn't mean a party cannot contribute to you though. Things like Arcane Circle, Brotherhood and Technical Step all have things other than the damage component that allows the party to help out that one job, whether it is powering up Plentiful Harvest or giving the Monk or Dancer resources. However, that idea isn't going to go down well with very many people as they want to buff the damage of someone else, so some considerations have to be made. Massively reducing the number of raid wide damage buffs is going to make the 2 minute window far less effective and will allow jobs to diversify away from it.