Quote Originally Posted by Inputnamehere View Post
I believe their current standard of "job balancing" is to keep the gap between skill ceiling and bottom as close as possible, so we don't see "very good players" who overperform everyone else. Cause if there are "very good players," somebody will naturally become "very bad players," and people will complain.

Job homogenization and fixed rotation/burst window not only help with such design, but also make further adjustments easy as pie. Just see the recent "job changes". All they have to do is to give some ±potency, and done. Imagine if every job is unique like we dreamed, then doing balance work will be hell.


This is a PvE game though. I do hope to see some unbalanced but fun ways to play, instead of the current stagnancy. I've been hoping for something like a talent tree since long ago.

Now, I can't express anything further towards whoever's doing the job designs without being rude. So I'll shut up.
I feel like this could be addressed with just more experimentation. Or even an actual viable way to get job feedback without needing to wait for the publics reception. Maybe instead of a media tour a closed (or open) beta test. I agree the balance work would be terrible, and it's not that easy to implement jobs that inherently have optimisable aspects (except timers/DoTs which they apparently are vehemently against).