Quote Originally Posted by CidHeiral View Post
Unique jobs will by definition all have "unique problems" because they will have strengths and weaknesses. If you don't want jobs to have any weaknesses then you can't also complain about homogenization.
If you want jobs to have unique strengths and weaknesses, that needs to be the design philosophy across the board. Shake it Off is a flat shield effect using 15-21% max HP, works on all damage types, has a 300 potency heal and a 100 potency regen effect for 15 seconds. The break even point for %DR effects like Heart of Light and Dark Missionary is when the total incoming damage across all hits exceeds 150-210% max HP for magical damage, and 300-410% max HP for physical damage, after all other raidwide mitigation effects have been considered. And that's after putting pressure on the design team to change it for years.

Are you able to explain the trade-off here? Because it seems to me that one job is just consistently better than the others defensively. It gets even worse when you look at Holmgang, which is the best invuln with no downside. It always seems that the homogenization argument gets trotted out whenever people want to defend their advantages over others. Show me that players are willing to take on unique drawbacks for all those advantages, and then we'll talk about job identity.