Quote Originally Posted by Carighan View Post
I quite agree. Although I would say the problem extends beyond just melee DPS, but with so many of them right now, it of course first shows up there. A lot of extra elements play into it, too: How everything has to be aligned around a burst window every 2 minutes, how the only truly unique aspect of the entire role is that you get like 1 skill each with a side/rear requirement (and never anything fancier, wouldn't want to get too design-y about this!), that everything else is strictly homogenized, that bosses will never truly want to threaten any DPS outside of strictly designed mechanics meant to equalize role difference, and so on.

It leaves very little space for uniqueness.

But even within those confines, we could at least get a melee based on procs (ala Dancer) and one based on freely-selectable-order mini phases (ala Summoner). As little differentiation as that would be, it'd be a start.
2min meta is killing the job design..

Shadowbringers was smoother place for me regarding job design but not perfect by any means it started the homogenization,

I wish if we can get to the point where switching new job is like playing the same game but feels different.
Tanks feels like DPS with high defense
Melee is better than casters but still little room for variation.
Healers.. huh Yeah healers.

Elder Ring and Monster Hunter World is a great example of switching to another weapon feels like playing a different game.