The fun with DoTs comes from snapshoting buffs to increase their potency and the rate at which they give you procs. Not just applying them and leaving them on a boss.
Heavy Shot, Straight Shot (Straighter Shot).At level 70, you never use Straighter Shot over Refulgent Arrow, so it as part of your rotation is something you don’t really consider past level 54 actually (when you can Barrage EA).With conditionals (based on which buff you have, or which debuff is on the enemy), you could turn the first two sets into a single button each. Because of that, I consider them redundant. They do the same exact thing, only changing based on a condition.
In response to your comment about doing the same exact thing, they don’t function similarly—SS is a critical hit rate buff that you need to upkeep (reapply every 30 seconds) and that you always snapshot your DoTs under, and HS is your filler that procs RA for more damage. They don’t do the same thing functionally; they serve different purposes, not the same purpose.
The only argument you can really apply this to are the DoTs, but that would apply to all jobs that have more than 1 DoT—WHM, SMN, SCH. I don’t really see that as a reason to consolidate them though; you don’t save much by doing so.
Of course everything is identical when you strip them of their mechanics that make them different.All three songs. The mechanics changes the songs have could easily be removed from them, and they'd all be identical outside of Troubadour. I'd prefer actual complexity, making the songs themselves more interesting.
The complexity with your songs lies within manipulating your DoTs with buff snapshoting and timing EA to force procs in your favor. Not just idly letting the procs happen. Minuet’s procs have different conditions in which you use 3-stack PPs versus 2-stack PPs; Mage’s is the old River of Blood trait, which you can manipulate in AOE situations to grant you more AOE firepower with Rain of Death using EA. The only song I agree is lackluster is Army’s Paeon, which don’t have a proc mechanic in the sense the other two do—it’s strictly a haste buff, and the gains are minuscule which is why BRDs clip it early to re-enter their burst phase.
Complexity lies within your DoT management and knowing when you need to actively manipulate songs for certain parts of a fight (in an optimized setting), not Straight Shot or Heavy Shot, naked DoTs, or a song rotation where you don’t actively try to manipulate RNG procs in your favor. You have to look at more than just a base rotation; everything seems basic when you just think about it in terms of the bare bones.I see this as a false sense of complexity. It's complex only for the reason of being complex. It's not interesting complexity.
I’m fine with people thinking a job isn’t their cup of tea, but I still needed to tell you where the true complexity with the job lied. This isn’t considering watching out for party support, and Foe’s+Refresh management.
If we agree to disagree, that’s fine. But I don’t think BRD is a braindead job that lacks complexity—pulling off high amounts of damage on it is something where you definitely need deep knowledge of how to manipulate DoTs and procs in your favor. Sometimes RNG screws you over anyways, but I’ve always found it extremely fulfilling to pull off a powerful opener, or pull high numbers in a fight.
To each their own.