Quote Originally Posted by Supersnow845 View Post
The 2 minute meta isn’t really at fault, the main fault was the creation of the idea that every job had to have a burst and that’s homogenisation because it changed how many jobs felt to fit a narrow meta design built around NIN
This makes me wonder how I'd fix it. And I think I have an idea, but it's probably not something many players would like, and that is that effectively, party buffs are a goner. Unless they're like Reaper or Monk where there's a stacking self-benefit, that part can stay. Party-buffing effects can exist, but they're either part of normal rotation (like bard songs and dancer partner) or they're passive anyways and we already have those passive party-buffs for that, so no need to have those as job-effects.

This way, all party-augmenting stuff is active ~constantly. Which in turn means that burst, sustain, rampup and rampdown jobs can all be balanced against each other without the 20s-every-120s burst meta being backed into ~all character-to-character interactions in parties.

This does not mean a burst-based character cannot have effects affected other players, but these ought to intentionally be on a timing that no other job uses, forcefully desynchronizing them. Meaning that you cannot over-augment additional bursters non-linearly. Say a Dancer might have extra buffs on their partner every 100s for 10s, but that partner even if they're a ninja would not be able to keep that aligned as their burst is 15s every 120s, while say a reaper bursts 8s every 65s, etc etc.