Quote Originally Posted by HyoMinPark View Post
I disagree that a significant number of jobs retained complexity since HW. The jobs that were added post-HW were seemingly designed with low rotational complexity in mind (RDM, SAM, DNC)—the only one that seems to be the exception to this is GNB, which is more active (like PLD) compared to DRK and WAR, which are fairly boring in terms of rotation. SB BRD gained complexity in Repertoire management, DoT management, and Foe’s management...but ShB took all of that away to “close the gap between low-tier players and high-tier players”. It received nothing in return for what it lost. I wouldn’t say that MCH is overly complex now either—I never played it much in HW or SB, but things like Ammunition management added something to the job that you had to manage, I felt. I don’t think there’s much to Overheating anymore: it’s basically use Hypercharge at 50 gauge; make sure you have enough for Wildfire every 120s; and press everything else on CD as it comes up.

Saying that “DPS jobs have retained their complexity for the most part” when a significant number have not is a stretch, in my opinion.
I don't get why you only list things that they lost, when the fact is they actually also gained things. Take blm for example, yeah the Blizzard IV refreshed enochian back then, but as you said that wasn't hard to keep up, and your overall rotation was actually simpler back then, they gained polyglots to use and despair, both which actually make you press more buttons now on your rotation. The only thing I can say is that they raised the skill floor by making it so when you mess up you aren't punished as heavily as before, but that is raising the skill floor, playing the job as it's meant to be played involves more abilities now and the gameplay feels pretty much the same, thus the ceiling hasn't been lowered. Same with many other jobs, dragoon gained life of the dragon etc. I fail to see how losing something but getting something else in it's stead isn't retaining complexity for the most part, only thing they did was they brought the floor up so when you fail you aren't punished that much, but honestly that is irrelevant, you still have to play the job near it's potential to clear harder content, the ceiling of jobs is pretty much the same.