Rather, balance should also take complexity into account: really easy means less personal damage. When something not as complex can do a hell of a lot more then everyone will want that... but some of us like little nuances.
Mhm, it's an issue you cannot really solve.
If something else can achieve better results if you just "git gut", people will naturally want you to "git gut" instead of playing the easy thing. But if making use of class complexity isn't appropriately rewarding, it doesn't feel good to "git gut" at it either and there's little reason to play these classes. Doubly so when mechanics come into play and the already existing job complexity with intricate timings gets multiplied by invulnerability phases and the like - you'll just end up performing worse in spite of putting in more effort.
No matter what, you end up stepping on people's toes. So it's just a matter of whether you want effort to be rewarded or not.
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