
Originally Posted by
Erik501
And about the parser thing, I think none of you have really stopped to think in how many ways it can backfire, and my guess is that many of you would never be able to understand to what point it could unless you had a time machine which you could use to witness in first person how it backfired in other games.
It is not only the community issues. Right now the rotation of most jobs, if not all of them, are player based. What I mean is that there are several things you have to consider: you have to manage and refresh dots, align your abilities with self buffs and party buffs that you need to apply and refresh properly and with the proper timing. One of the effects of these rotations is that they are very fun, at least for me, but another effect is that the gap between a player who can do it properly and the one who can't is huge, and that is fine in my book.
However a parser would make these differences obvious to everyone and this would lead to tensions among the playerbase. The problem is that the devs don't want tensions among the playerbase, so they would fix it. How? Easy: dumbing down the rotations. Dots? They get applied automagically when you get a crit. Self buffs? They become a passive trait, so nobody has to apply them and refresh them. The combo thing? Reduce it's potency and make it proc based, so in the end, all the player has to do is smash one or two buttons all day long and smash a third one when it is highlighted. Tank/dps stances? Remove them, tanks are always tanks. Enmity? Increase the tank multipliers for enmity generation to ridiculous numbers to the point that enmity is pretty much automatic. Now the rotation and gameplay is not a player based one, but a rng based one. Sure there will still be a little difference between those who can do it perfectly and those who can't, but it will be minimal, and so the damage output will mostly be based on the gear.