Originally Posted by
Lyth
You'll need to define what you mean by 'rotational complexity.'
New jobs are always subject to scrutiny. I'm not sure if you recall RPR's launch, but it was widely described as having 'minimal positionals' and 'mechanically easy'. All melee jobs have seen a progressive reduction in positional counts over time, with most jobs averaging at about one positional every 5 GCDs or so. RPR is the same as most of the others, except that the positional counts are less evenly distributed, such that you might have three positionals in a row followed by some downtime. This in conjunction with TN gave players the perception that there were fewer positionals overall. From a rotational standpoint it does have some very unique features, especially around the setup of Double/Triple Enshroud, with set entry points into burst depending on your Death's Design timer. But you'd never know this looking at the job from the outside.
At launch, it was universally derided, and suffered a series of iterative nerfs through to Abyssos, all on the basis that it was 'less challenging to optimize'. Do you really think that releasing melee that actually lacks positionals on the basis of 'theoretical rotational complexity' is going to fare any better? No way.
If you want to play a sword job without positionals, then PLD, DRK, and GNB are all options. This is the first time that we're getting a standard longsword job on melee after waiting for 10 years, with dual wielding no less. It would be really nice if they could get this right the first time. In particular, I want to see them err on the side of unusually difficult, rather than going the RPR route and producing a job that everyone dismisses from the outset. I want to see higher than average positional counts, higher baseline speed, higher weave counts, more intricate combos, and more nuanced movement actions.
If not, I suppose I'll just have to wait for them to bring out an Thunder God Cid-inspired greatsword spellblade to get a proper sword job on melee.