Quote Originally Posted by Hanzzo_Kai View Post
I’d like to see changes in the encounter design that force more randomness and reactivity in the general play style of pve jobs. As opposed to each encounter following an exact script along with job rotations.

I’d also like to see job individuality and expressiveness even if that allows some jobs to outperform others in specific encounters. Ideally, the devs would build encounters that help balance those performances.

Finally, I’d like to see less focus on pure damage maximization being the primary goal of every job role. Perhaps this means some jobs have buff/debuff roles. Healers have to balance healing vs dps (more so than today). Tanks have to balance enmity generation, defense, and dps. Etc…

Some examples:
1. Utilizing the stun/interrupt system that exists and giving more tradeoffs/decision making to usage.
2. Well timed binds, paralysis may impact enemy’s ability to use certain movesets.
3. Other status effects temporarily buffing teammates or debuffing enemies. Like slow/haste, blind, etc…
One thing that really bothers me are the "bland oGCDs" like Dream within a Dream just to name one of some examples... Stuff that just do plain damage and won't interact with anything else on the kit. They're only there to challenge you to press the button as it comes off cooldown, ideally between GCDS. To me that's kind of ability that I'd consider bloat and candidate for improvement, or even removal with the damage loss being compensated somewhere else.