Quote Originally Posted by Reynhart View Post
It's completely different. The skill in using Mudras is weaving them into your rotation, so you had to think and act fast. Finishing your combo don't require any decision making and is not fast. The skill in performing rotation is keeping uptime and knowing what to weave between them.
Which is exactly the skill needed for Renzokuken; you have a limited time frame (one GCD) in which to use Cont., and maybe another oGCD, before you can use the next GCD. You certainly don't want to miss out on using a Cont. ability, as the average raw potency from those oGCD's is almost as much as GNB's average ppGCD on their main combo, so dropping one is a significant damage loss. But you also don't want to delay your GCD, which has the side effect of making each step of Renzokuken feel sort of like a mini-Mudra. Sometimes you'll double-weave during Renzokuken, and knowing when and how to weave stuff while maintaining rotation uptime is what separates the good from the great.

We're not. Imagine I save two slots as a DRK by consolidating SoulEater into one combo. Now, I can have a Power Slash combo on one of those slot, let's say, to apply a speed buff, and bring back Scourge on the other slot. Now, I have two more things to maintain in my rotation, making DRK more complex.
You're not wrong, but again, keep in mind the balance of the tanks. Yes, I'd love for DRK to have some kind of haste buff back, and if it's on the PS animation then mores the better (I mention this in the relevant DRK thread). But I'm also concerned about how that would affect not just DRK but tanks in general. DRK has it's problems now, sure, but it's not terrible. It's boring, with most of it's challenge wrapped up in MP management (not a bad thing per se) and TBN usage (also not bad) but at the cost of some sorely lacking rotational value. Managing a DoT or juggling a haste buff alongside Darkside would be a joy, but I have yet to see any kind of compromise suggestion to account for the clear fact that this would be a damage buff to DRK. I also don't see most DRK's just shrugging and being happy with having to do an extra few steps to get the same damage they had prior to the addition of new skills. Increased complexity necessitates an increased reward, and in this case that reward would have to be more damage. It's hard to justify boosting DRK's damage when it clearly has the best overall mitigation suite out of the tanks right now, on top of still throwing out respectable numbers.

So again, while I'm not against the idea itself, I have yet to see anyone address the other half of the equation. It's all just "let's add cool stuff" and never with any accompanying understanding of how to maintain balance between the tanks, either via changes to DRK itself or something for the other tanks.

Quote Originally Posted by Shurrikhan View Post
tl;dr: If literal hand movement alone is enough complexity for you to pride yourself over, and worth more to you than any of the possible things you could otherwise spend that space on, we're just going to have to agree to disagree.
Isn't that what all of this is? Pushing buttons in the right order at the right times? Distilled down to it's most basic form, that's the entirety of this game, and really any video game. Take the most badass looking DMC5 boss rush you can think of, or the craziest Super Meat Boy speedrun, and it's all just hand movement, entering the right commands at the right time. That sells it terribly short of course, but you get the gist. Of course, we all know the devil is in the details, so it's disingenuous to say that it comes down to hand movement "alone."