
Originally Posted by
Kalise
Except the parts where I mentioned including extra stretches of opportunity that go far and above the current system which literally has no lenience and 0 stretches of opportunity because it's literally a matter of use DPS Stance 24/7 outside of exactly the pull, and use the static DPS combo 24/7 outside of exactly the pull, irregardless of whether you're MT or OT.
Except that stretches of opportunity can be accentuated far, far more easily just by having more frequent, slightly less predictable lesser damage spikes atop all we have now and simple changes to the access to tank stances themselves. We don't need to remove the reward for optimization. We just need to give things to optimize and the means to do so more nearly in real time. In that last regard, I agree with certain of your previous posts. I'd just like to point out the difference between "white" damage, "random" damage, and nearly-but-not-wholly-predictable patterns of damage. The first two can help, but it's the last that makes or breaks opportunity cost-reward systems.
Not taking sides here--sadly, you both seem to be ignoring logically-obvious conditions attachments to each others' hypotheticals while approaching very nearly the same point or trajectory thereof--but as I've no time to write a text-wall at the moment, I'd prefer to pick very specific points. Please don't take this as my disregarding the rest of your source post. I've read it. And the whole of the conversation proceeding it.
1.x actually had an interesting concept by which to do that, originally. Every monster had generative TP (so, job gauge these days), which built according to unique behaviorals/triggers. There were cooldowns to some of their skills, but all had gauge costs and most had only that gauge cost, so to speak. Because gauge would build variably, with little spikes from critting or being crit or the like atop basic generation, the rate of specials varied, while certain less obvious CDs (such as one by which a certain skill' or skills' costs were reduced for a brief time) could pump out patterns that were familiar and expectable without being wholly predictable. The damage would have felt a little more "organic" while also providing a good basis to risk-reward, which kind of made sense when slated also to have a channeled GCD block on Sentinel, tank-swap tools on Gladiator, and the best incap tools on Marauder.