Quote Originally Posted by Supersnow845 View Post
You’ve kinda just proved my point here 2 ways

“Almost all jobs have a 60 second and a 120 second”. Why? There is no reason they need to have those and there is no reason they all need to generate the same (ie just be a CD a press). You are ignoring the fact that “broad strokes” still forms the foundation of the job and a lot of what you end up pressing. Multiple jobs with personal 60’s group 120’s, copy pasted gauges and barrel stabiliser style CD’s tend to become repetitive. Can you pick nuances between them……yes. Does it really make the jobs not excessively similar…….no
And this broad stroke is a job design issue and not a job identity issue.

Quote Originally Posted by Supersnow845 View Post
The other way is the fact that you’ve still missed my point on healer design. Specifically in your example of ET vs Pepsis. You never press either of these skills. This is where your “broad strokes similar, nuance different” argument falls apart to me. A lot of the examples you draw from are niche optimisation or niche skills that rarely play into anything. Can you say “SGE breaks shields to heal SCH consumes the shield before it goes out to heal” and be 100% objectively correct……..yes. Does it make literally any difference to how the two jobs actually play……..no
That's more down to encounter design and how the damage comes out rather than a job identity issue. You said that they are different, it just means damage profiles from encounters do not support the 2 types of healing in order for their unique variances to matter.