Quote Originally Posted by Mikey_R View Post
It is a bit of a misleading question as you have assumed I believe everything is already homogenised and therefore interesting. I do not. The problem I see with many people's viewpoints is that they look at things too broadly, and don't look at the nuances that makes things different. To use an extreme example, all jobs use the GCD and oGCD to perform actions, therefore everything is homogenised. Obviously, that is an absurd claim to make, but it is technically true. What we have to do is look at the individual skills and see how they differ, and this is where things tend to split between many people's view and mine. To give a clear example, if you had 2 GCDs, both do 100 potency of damage, but one had a cast time. They are obviously different, but there would be some that claim, well, the result is the same, therefore they are homogenised., whilst ignoring the fact one of them has a cast time.
So you think people who are saying that jobs are homonigized are overreacting?
but if that is true why Yoshi P raise the point that jobs require an identity agreeing on what people are asking same as this post?
Maybe Yoshi P is seeing things that you didn't.

Quote Originally Posted by Mikey_R View Post
Another one that comes up is Scholar's Sacred Soil and Sage's Kerachole. Functionally, they are the same, but they are different in how the resources needed to use them are generated differently and the benefit to the SCH/SGE are different, plus, they radiate from different places (SCH is ground target whilst SGE is from self).

They are functionally the same and SCH circle is big enough to cover 85% of any encounter and both of them block% of damage and give regen, but let give you that there is an innovation on this part that it is SGE come from self not as a circle.
What about tanks kit? how much are they homonigized? DRK and WAR? how they are different in gameplay perspective? if there is a difference how much? 10%? 90%? how much % is not homonigized?

What about healers homonigization? is that a thing?

Quote Originally Posted by Mikey_R View Post
Which brings me onto the next point. What would it actually take to make things not homogenous? A tank needs to be able to mitigate damage effectively, regardless of whether it is physical or magical (if you make them useless against one or the other, it prevents them from being taken into fights where that damage type is most used). Remember, every tank has to be able to clear every piece of content, so they need to be able to mitigate both sides well enough. What does this then leave you with? % mitigation and shield mitigation. There is only so many ways you can mix and match those concepts before things start to look 'samey', so how are we changing things to make then unique to the tanks? We have had suggestions of Parry/Block/%Evasion, but those are all just different names for a straight up % mitigation, with downsides.
so how you think Yoshi P and his team can make them unique?


Quote Originally Posted by Mikey_R View Post
Now, to prevent any misunderstanding, I do not think the system is perfect. As is a common theme, the 2 minute meta has destroyed a dimension of avenues that jobs can go down, the main one being damage profiles. With the 2 minute meta, every job is a burst job, even tanks and healers. It has necessarily killed off any sort of sustain jobs. My fix for this would be quite extreme, but zero temporary raid buffs. The damage stacking from raid buffs is what has ultimately caused this meta to form, so getting rid of it completely will change this dynamic. I do understand that some people like to be able to buff jobs and help others out, the caveat is that any damage buff has to be able to be upkept for the whole fight and not have periods where you can increase it higher temporarily. The other type I would look at is Brotherhood and Arcane Circle. Taking Brotherhood for a second, removing the damage component means the only thing is the Chakra gain for Monk. As long as your team mates are attacking, you benefit the Monk and help them out, but it also doesn't matter where in the rotation the party members are. Bursting or not, it doesn't affect anything. Similar concept with Arcane Circle and Plentiful Harvest.
While I agree 2MIN meta is worst idea when it comes to job design but your suggestion will kill an entire job identity,
so you are asking clearly to kill buff jobs like DNC and BRD, which has already a playerbase that they enjoys this type of gameplay.
This is already bad and not only that you are missing a core concept in any MMORPG which is support class, and removing this kit will make these jobs have less identity.