Quote Originally Posted by Supersnow845 View Post
Jobs shouldn’t hate downtime I still don’t understand why ultimate balance breaks down to basically how little or how much does your job hate downtime.
Isn't the reason behind that simply that combat design and job design in this game are set upon VERY static rotations?
Given that you "need" to press spell A at minute 2:23 of the fight, or else you have downtime, GCDs are being lost and crippling even your raid buff timer usage, making it a huge loss for everyone... Doesn't it mean that pushing forced downtime in fights due to all boss's spectacular flair of animations, would cripple the concept?
I do not do content like Ultimates or Savage, so take it as a genuine question.
Because every time I had some brief experience with such content, eventually repetition became a point where I knew that I would always use the spell A when the boss was using a certain thing, or else I couldn't do anything else. Such a thing was even applied in Normal content, like the Proto-Carbuncle having a full 20 seconds cutscene for phase transition, 3 seconds after the Raid Buff resets in the fight.

Downtime always felt bad, for any class, Picto just has something to take advantage of it, technically. And these days, fights have more downtime, and classes have a more and more strict rotation if you are trying to play it optimally.