
Originally Posted by
Xanfer
As i was writing out a reply to this, I realized that what i truly want is the jobs to be more unique and to do the same things in their own way again, such as DRK before being reliant on MP for DPS and Survivability, AST being RNG dependent for buffs, etc. The argument that I would present is that jobs should be harder than they currently are, or at least more involved, which is something im sure you can find in these forums by the hundreds.
The advanced job "tag" was more of a side thing to the main argument to iterate my distain for making harder jobs easier, like in the case of summoner going into EW from ShB/StB.
I believe that more jobs should be more complex like BLM in other roles, perhaps needing to be its own unique archetype for each role.
complexity and job difficulty I believe has decreased over time and jobs have been more homogenized to play more similarly to each other, and is easier to balance on SE's end, but has caused more strife than rewards in my opinion.
this is probably due to the fact that SE sells job boosts 10 levels before cap with no restrictions, so they don't want these skippers to feel like they have to go through a whole thesis to play their job. This is what spoils the bunch for the rest of us who have played for such a long time.
Balancing for ultra-high-end content currently, the community already excludes certain jobs mostly due to how they preform damage wise in x.0 and x.1 patches should the difference between jobs be large enough, or harder to play jobs be about the same output as easier jobs. We can already see in FRU that no serious prog team is going to take BLM or MCH because of how poorly it is performing.
The way that I believe this can be tackled, if SE doesn't want to make all the jobs incredibly unique to each other, is for all jobs to focus on Unique Utility, which is something that was more prominent before, but has since been dialed back. Something small that each job has that, if balanced properly, each job has a chance to use in a fight.
A current example off the top of my head would be MCH with Dismantle and BRD with Warden's Paean. If utilized correctly, certain fights can have mechanics where healers would need to esuna a few party members. If a Paean is used then its one less GCD a healer would need to use. But later on in a fight there might be a heavy hitting AoE that can be Dismantled, negating 1 or 2 GCDs from a healer.
I think that that would dispel people from barring certain jobs from joining their parties, where they change from "their dps is crap" to "that ability can be useful at x part/ for prog/ in general"
I couldn't tell you how exactly that can be done with healers & tanks, but with the fact that, as you mentioned, these jobs aren't pressing all their abilities anyway, it can be explored upon. SSCH having expedience would be that idea for SCH, but other healers need a unique thing of their own.