What Final Fantasy does right, out of the box, is not pigeon-holing characters into only being able to play one class. You can do every class on every character, just change the weapon. In WoW and many other MMO's, you can't even customize the character because they designed gear to only fit that one character model. So everyone in that class looks exactly the same except for maybe their hair and eyes colorings.
FFXIV, you almost never see a pile of people wearing the same gear for very long, because every race in the game can wear every piece of gear (well, almost every piece) and there's only a small amount of gender-locked gear.
When it comes to job identity in the game, what we really have are only 5 jobs. "Tank", "Healer", "DPS Melee", "DPS Ranged", and "DPS Caster". They can't make each of those too different, otherwise we get exactly what you said, where people will only play with a perfect party composition meta.
How we fix that has to come from the MSQ design first. What did ARR require to do a dungeon? 1 tank, 1 healer, 2 DPS (any). There is nothing unique for DPS to do, in ANY dungeon. They just hit/shoot things. What does EW dungeons require? the exact same thing. You're never required to use your entire kit, because they can only design around the "common" kit. As a healer, fighting that final solo Zeno's fight, once as Scholar and once as White Mage, it takes forever, but that's the ONLY time in the game MSQ where using more than just the basic kit was even considered. The rest of the time you can dodge the punishing hits.
What if, the dungeons actually changed based on job composition, so you are required to use more of your kit, even when you select the NPC party? Like there used to be ARR monsters/hostile-NPC's that matched the classes of players, and we haven't see much of that in dungeons. This is probably asking too much from dungeon design, but is it really too much to ask to run into monsters where you are required to "sleep" something in the encounter ( we saw this exactly once in Brayflox Longstop) otherwise it will heal the boss, or call more adds. Could a machinist "disable" the doors to keep adds from coming from one direction. You could cut half the adds in theory when you take support DPS, where as that option is not available when taking pure damage DPS. Cut the adds in half, the dungeon is done faster. Instead of "Wall-to-wall" tanking that's been the norm since HW.
The old ARR dungeons used to have unique mechanics, but they've been erased (Toto-rak, Dzemael Darkhold have completely lost mechanics, but they weren't class-specific mechanics, just "extra run around" ones.) Other games, which focus on exploration, would usually need a "thief"(Rogue) character to deal with traps, nothing like that exists in 14. Other games would need the Cleric (white mage) to deal with undead, that doesn't exist in 14. There are things that could dynamically change the difficulty of a dungeon just from the role composition. Let's say you "need" a white mage to dispel a room of undead, or you could just fight them. That's an option, one that doesn't "require" always bringing the white mage. Maybe in this specific room if you use holy, it instant-kills the mobs. Maybe another room "Gravity" breaks a wall instantly and you can bypass it. You could either always brute-force your way through the dungeon, or you could take shorter paths if you have certain healer jobs in your party, or certain tanks.
But 14 doesn't really do exploration, fights are choreographed dances that have only a small amount of wiggle room for variation, and hence the jobs get samey to prevent having a "best-in-slot DPS"-only situation.



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