Players in this game obsess too much about false complexity. Does it really matter how many combo actions you have, how many resource bars you have, or how many maintenance effects you're juggling? When you're playing the same iteration of a job for months to years, this just like breathing.
It is, however, possible to create something that is mechanically engaging to play while being conceptually simple. The standard GCD is molasses. If Reaper has an oGCD between every GCD with a strict focus on uptime, and a movement skillset that let's you achieve this, then you'll see a decent enough differential.


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