This is directly taken from
this reddit thread. Please make sure to peruse it in its entirety and keep in mind that it has gone through translations.
Nothing new to me under the sun, but I still find it interesting to get the game's producer say it in such clear terms:
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They do balance jobs according to an arbitrary rating of difficulty and complexity. Surely that's why RDM can't outpace a SMN in damage output, or that a BRD/MCH is unable to do better than a DNC, for example. The premise being flawed in nature, I could at least attempt to comprehend it from their side if it actually made any sense in what we have in game in the first place. But no, you'll enjoy your jobs sucking because some devs arbitrarily decided that "it's ez". I'm sure that's why tanks are so overpowered, because surely they're the hardest thing to play in the game.
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They follow the same process to design every encounter in the game. Now you have confirmation that everything is formulaic by design. No surprise, always the same things, the same bosses, the same mechanics. They probably think that the visuals and the inevitable initial tank buster or party wide showing at 30s instead of 15s is making a fight different. So enjoy your circular arenas with a boss always doing the same thing in the middle, and your 2 packs > boss > 2 packs > boss > 2 packs > boss dungeons because this ain't about to change,
no matter how we were promised new and exciting encounter design for 7.2. Hell, even the devs when surveyed say they do not want to work with people asking for harder and more complicated things to make.
We more or less knew about this, but it still somehow hurts to read, at least for me.