Quote Originally Posted by Shurrikhan View Post
That's not remotely the full story, though.

We have more than enough buttons to have many times more depth than we currently provide. Our bars are simply notoriously inefficient. The single decision to "do single-target GCD damage" on Dragoon, for instance, has seven buttons allotted to it.
I think we're both saying the same thing, just in different ways. My point was that they expanded DPS rotations so much (in an effort to have "progression" through leveling) that we have unnecessarily long DPS rotations/bloat and they clearly opted to prune out situational-use abilities to compensate for the bloat.

More variety in dungeon content would likely require tools that most players don't have. If you want to avoid wall-to-wall pulls with AOE, you need to have options for crowd control/stuns that this game currently lacks for the most part.


Quote Originally Posted by Shurrikhan View Post
The game is not sentient. So what community or part thereof are we talking about? How did the developers come to know that the majority of players wanted dungeons to be nearly as defined by their time spent sprinting along a hallway as actually fighting? And if not, why is it their decision being sold as such?
That was a typo on my part. I edited my original post for clarity. I was referring to the development team wanting dungeons to become short, casual pieces of straightforward content, which has been stated by Yoshi-P on more than one occasion.