Originally Posted by
Carighan
No, plenty other MMOs do it far smarter by not being static.
Complexity that adds no depth is, IMO, worse than not having any complexity in the first place. Just having 30+ buttons and 2 oGCDs to weave every GCD takes the same 0 brain cells as 1 button you press forever if it's a fully static rotation, it just gives you carpal tunnel faster (which is weird, you'd think the 1 button would, but that's not the case).
What other games do is that they:
* Give you a static rotation you want to do, but your resources are unreliable, and importantly never enough to actually pull that rotation off. But how much you're missing you cannot know in advance, so what portion of the rotation you can pull off is unknown.
* Base your ideal rotation of something that is fight and moment-specific, like gaining a crucial resource on a successfully timed dodge, which of course relies on having something to dodge.
* Proc-enable important abilities that are center to your design, or entire branches of rotations. Since procs are unreliable (even if fudged to be PPM like in WoW), this precludes having a static rotation, you never know when certain abilities can be used, and when they light up they might not be at the right time where you want to use them, or maybe you actually can't (if there's interreliance between procs and resources).
And that's 3 simple cases. Between procs, branching paths, resource capping, resource overcapping and unreliable resource generation, you can make brain-complicated rotations out of just 10-15 abilities max, usually 5-8 core ones would be enough.
The fact that FFXIV has so many abilities and does so little with it is just testament to what a failure it's basic combat design paradigm is. It hurts extra due to the amount of beautiful animations and visual f/x that are all just a wash of "cause X potency of damage" with virtually no identity or specificity.