
Originally Posted by
Carighan
Good luck with that.
I mean on paper it's easy to see, many MMORPGs go for moderate homogenization and unspecific fight design. FFXIV went the opposite way, high homogenization (this includes a loss/lack of identity and even a lack of personal expression) but in return highly specialized and specific raid fight design (the "ballet" we all know as the way FFXIV raids work compared to other MMOs).
The downside, this loss of job identity, is crippling though. It's expected, the fight designers need more and more space to use as the game ages, and as a result egg on job design more and more, which has to fit into a very specific and very narrow band of options that allow little enough differentiation, we can barely make the 5 roles feel different to each other. There's just no design space to meaningfully make jobs unique within their role. The most extreme outlies you'll see are things such as Dancer (the only job not based on "Static Rotation" as its core combat foundation) and Pictomancer. In theory also Viper but the job in itself is too broken and underdeveloped to showcase its newness in a positive way.
It depends on what you want, though. I mean it's a tradeoff, in return for loss of job identity we get this fight design, and even if the devs would be willing to inverse that decision, there's no telling whether we wouldn't end up in a situation where FFXIV is like other MMOs, and hence why not just play those. A minor upside of this is how easy it is to play job Y instead of job X, since they're all largely identical within a role and can largely use the same hotbar setup, casters excepted of course (the only role that shows strong intra-role differentiation, though sadly only in ability design not combat flow, it's still all static rotation, yes even Red Mage).