
Originally Posted by
Quor
The problem with "complexity" is that it takes more work to do correctly. This in and of itself isn't a problem, but what *is* a problem is that people - rightfully - expect more complex tasks to be more rewarding. Translated into practical FF14 terms, a simple-to-use job shouldn't do as much damage/healing/tank as well as a more complex one, because the justification goes that if something is more complex and thus takes more work to do correctly, it should be more rewarding.
This works out relatively fine for dps classes, as you can more easily create different flows of complexity in a job that are perceived as more or less difficult by various people. BLM has it's own set of complexity despite having a rather simple rotation; a BLM needs to have a very intimate knowledge of a given fight in order to minimize movement and maximize casting uptime, because 100% of their damage comes from on-global skills. On the other side of things, a SMN has far more baseline mobility than a BLM, but trades that in for far greater oGCD complexity, as well as watching buff timers and debuff timers like a hawk. MNK is another example of a "simple yet complex" job. It has very few oGCD attacks, and thus is largely a GCD-based dps. But correctly performing as a MNK requires quite a bit of manual dexterity in order to maximize your dps output, which is another skill entirely (ER notwithstanding).
As it stands now, it seems like SE is going the route of complexity for healers being linked to knowledge of a given fight, much like tank complexity works. I've seen many tank players lament the "simplicity" of the combos that tanks have, and asking for something more "challenging" but that misses the mark. The complexity for a tank is having arguably the most intimate knowledge of a fight such that you know exactly when to use your various cooldowns and how close you can cut something to snag an extra GCD in a way that no DPS will ever think about it. The combos are kept simple for a reason; they're not the main challenge or focus of a tank job. DPS jobs have combos and rotations as their main focus. Healers - on the whole - seem to have moved more towards the tank style of "encounter complexity" as opposed to "rotational complexity." And this likely was done at least in part to avoid the situation of "AST/SCH are more complex to play than WHM so playing them successfully should thus be more rewarding" which saw an entire healing class largely sidelined for most of SB.