
Originally Posted by
ForsakenRoe
Yes, let me just go back in time by two weeks to see what the PF listings looked like on week 1. Point isn't whether it IS true, it's whether it WAS true.
In a game which has sacrificed almost all job identity/differences in playstyle, upon the altar of 'balanced damage output between jobs in a role', any job getting locked out, even once, immendiately proves how daft the design choice of 'remove identity so we can balance the jobs easier' is. And I did see some occasional job locking. You can say 'it's not really a trend worth coverage' but I would say that 'even one job-locking party is one too many', considering what we (by we I mean the devs) sacrificed to get here. We could have had Aero 3 in this fight, which would tip the scales back in WHM's favour. We could have kept Bane on SCH
Heck, one tech that could have been real helpful for SCH is, we used to be able to target the fairie with our healing. So, when the SCH gets locked in the Jabberwock Jail and can't reach the Tanks, they'd be able to circumvent this restriction by putting Adlo on the faerie (who would presumably be near the middle of the arena, and then Deploy that Adlo off of the Faerie, hitting everyone with ease and protecting the Tanks from the damage they're taking from autos, and everyone else would be shielded ready for the raidwide from the boss that happens there. of course, SE instead just gave us 30y range on things, because leveraging strengths of the kit (like 'use the faerie as a conduit to extend your range') is bad...?