Originally Posted by
Shurrikhan
Actually it's changed immensely, in a way similar to how Ninja has through the removal of 2nd tier Shadow Fang and Mutilate. You now only have cycles of exactly 3 weaponskills, rather than being able to stretch each cycle from 3 to 5 GCDs. This means that rather than having complete control, within any given GCD, of your clipping, you now have control only within 3 GCDs.
I'm curious as to what you consider gameplay. To me, rotational control certainly contributes part of that.So does the viability and accessibility of cleave dps (e.g. multi-DoTing). The extension or reduction of (de)buff windows is immensely affective to rotation.
From any perspective but aesthetics, gameplay now is about as similar to ARR Dragoon as it is to ARR Monk. And as Stormblood has since worked almost solely to the effect of devaluing Heavensward Monk tools as they amount to actual choices and button-presses (gameplay rather than mere numbers), it's far from unchanged since then, either.
I get the feeling that you either didn't play much Heavensward Monk or have yet to play it in Stormblood...
I'm not saying the latter is outright horrible, but it has arguably less complexity, and certainly less control, than it did in ARR. (Which actually didn't increase by all that much in Heavensward; it just filled out areas in which we previously had no control or contribution, in an minimalistic but intelligent manner.)