What holds creative job design is how fixated the jobs to specific window, I mean I get it there is buffs that need to be aligned but let me explain,
Why having a buff for DPS jobs in the first place? I mean you could say to have variety and I agree I am all in with variety but at what cost?
boring designs.. adding finishers each expansion.. remove features to make the job more braindead?
I believe what holds the job design is how the game try to manage all jobs to specific window that will have sequences:
- Jobs will homonigized to specific window: 1min, 2min
- kill creative design and proc based/RNG based jobs (that's why they remove RNG from AST BTW)
- kill the encounter design.
What could be the solution.. let me start for each issue:
Buff window:
- Stop fixing buffs around 1 or 2 min and keep it consistent.
- Keeping consistent means there will be specific role that will handle it.
- introduce new role "Supports" who will responsible for party buffs.
- "Support" jobs will be responsible to buff DPS/Tanks/Healers
Job design:
- Not all jobs are designed around 1 min or 2 min window (they shouldn't be).
- having hominization burst will kill non burst jobs.
- Burst jobs are one dimensional, we can't have fully RNG based jobs or proc based jobs or unique kit because all jobs are bust jobs and if it is not burst jobs means they will fall behind in 1 min or 2 min burst phases.
encounter design
- Encounters will always stay still every 2 min
- encounter will be predictable and playing it again feels like watching same movie 99 times to get tomes.
- encounter will have to stay as what it is now because all jobs are designed this way ( or try to be)
at the end SE can't make all jobs burst jobs.. they can't make encounters unique because how jobs has been designed.. 1min 2min buff will always be wall that will kill creative job designs