Originally Posted by
Lyth
This type of thinking is a function of the culture of this specific game, because fight designs at baseline have little to no variability, and it's very easy to reset encounters. This makes it ideal to speedrun. The problem is that this mindset filters down to all levels of play, even for players who are just learning the basics of an encounter. Oh, if I only crit during my burst, then we would have cleared. Well, what about the thousands of potency you gave up by not staying on the boss? You still obsess over the theoretical maximum that you could only achieve in spreadsheets when you're still sloppy on the basics. What controllable factors can you change about your performance?
I think this is one of the advantages of designing fights with less predictive and more reactive design. That forces players to stop obsessing about their GCD by GCD ideal spreadsheet play and start actually using their brains on the fly. That way there are way too many things out of your control and you're forced to work with what you have, rather than complaining about your tools. Critical hits are as old as the genre, yet it's really only in here that you see people so upset at the concept.
The solution is the exact opposite. Add more variability and less predictability. Make it harder to achieve the ideal speedrun conditions.