Quote Originally Posted by Aravell View Post
I've seen a lot of people blame "DDR fights" whenever talk about jobs comes up, but what's the exact definition of it? I don't think anyone has defined what a DDR fight means?

What I personally think ruined job design is 'team jump rope mechanics', some examples:

- Instead of being allowed to stand and cast heals, the healer now must jump rope in tempo with the rest of the party, so now they get more and more instant heals because they're not allowed to stand still.
- Instead of the physical ranged helping the BLM take a mechanic so the BLM can continue casting, the BLM is now forced to jump rope with everyone else, so no more casting, you get more instant casts now.
- If the tank moves to jump rope with the rest of the party, the boss might follow the tank and cause the melee grief, so now the boss is only allowed to stand in the middle and chaincast mechanics and not autoattack.

It's the departure from role mechanics that slowly encroaches upon and eventually ruins job design for me personally, every role does the same thing now, every role jumps the same rope. There's very few remaining unique struggles for each role, so every job basically feels the same when you do a fight.
I think there is a huge amount of overlap between what people call DDR and what you call team jump rope. The relativity mechanics from e12s are imo prime example of DDR mechanics.