Because every job was fairly powerful, procs became a significant differentiating factor. That's a big reason why some jobs like BLM NIN WAR MNK BLU were especially good, and other jobs like PUP BST SMN COR BRD were not terribly helpful. I'm a longtime PUP fan, but Abyssea was arguably the WORST time in the entire game for PUP (and PUP has had some shitty times)! Stringing Pummel did indeed get wonderful numbers with those crits, but when all you were doing was waiting around to proc a mob then anything could kill it fast, being a job with a relatively weak selection of procs was a pretty massive hindrance.
FWIW, I do think Abyssea was great overall, and judging from the year immediately before Abyssea the game really was on a sure path to extinction without that kind of major shakeup. There was a nice tidy logic to things too: well thought out phases by which Empyrean gear/weapons were released over three mini-expansions, a nice sense of job cooperation with each NM dropping seals/+2 items for a handful of jobs who could team up, tiered NM systems that worked pretty well and kept "minor" NMs meaningful. From a design structure standpoint, I think it was outstanding work (note that I'm distinguishing this from a question of whether the design philosophy of vertical/horizontal progress or increased level caps were good, though I think they were needed to break out of utter stagnation).
Personally, I'd be perfectly fine with another paid Abyssea mini-expansion (OMG Cavernous Maws have appeared in the Ulbukan wilderness, kupo!), maybe adding some new proc mechanics, and resulting in reforged Empy armor. At least to bridge the gap from Adoulin to whatever might be after that.
XI Wiki


dt caped? soloing nms for 30min+
