Quote Originally Posted by Voryn View Post
If this is implemented right then a class's damage output becomes meaningless. If the devs do all the math right, what's the point of picking a class that does higher damage if it gives the boss more health? Either way you're asked to do your rotation at some base level of competency.

I don't expect the devs to do this math perfectly (if they could, we wouldn't have the situation with Picto that we do now). But if it does work, then we're have a similar situation to the devs are trying to have now - that your classes don't matter in terms of DPS output. Then all your solution does is change the boss's outgoing damage and how much mitigation people need to press.

Let's pretend in this new system, Dark Knight does a lot of damage but not much mitigation, and Paladin does less damage but lots of mitigation. If I pick Dark Knight I have to do my rotation properly. If I pick Paladin I have to do my rotation properly and also press lots of mitigation (and if I don't coordinate properly with my healers, this makes some parts of healing harder for them). Paladin basically creates an extra problem for my team unless I can be trusted to play it right.
I agree, there is a situations where this bad, but how does that be worst than what we have now?

it all depends on how the formula is balanced or not, and this will create a culture that you should do 100% of the job that you have, ignoring utility skills will put you in a disadvantage