Quote Originally Posted by Rithy255 View Post
The thing about Barrier vs Mit is that, you want a good mixture of both, mitigation makes Barriers stronger, Not to mention Barriers aren't as effective in instances of Multi hit's, So theirs even instances where mitigation can be out right better and Multi hits are common. Lets not advocate for job homogenization for a problem that doesn't even exist.
We want a mix when they're both producing about the same output in common practice (e.g., in a typical semi-serious encounter). The problem is that what causes one to outperform the other has nothing to do with how they play or feel to use, only the output of the content in question. For percentile mitigation to be of equal value in Savage commonly means it has to be overpowered in, say, Ultimate, and underpowered everywhere else. Yes, they're synergetic, but not by enough to overcome innate disparities if incoming damage differs significantly across difficulty tiers.

I do agree that homogenization is not typically the way to go --and there is absolutely zero benefit to removing unique names and animations for the sake of it, a la Role Actions, something I could not despise more-- but unless the flat mitigation (barrier) has some indirect scaling mechanism it becomes impossible to balance against scaled/percentile mitigation across varied tiers of typical incoming damage. Either casual content would need to put out more damage and serious content a bit less or we'd be better off with a mix available to each job and flat mits having indirect scalars.