Not really. The timer in ARR was exclusively about having a timer to handle buffs because literally every buff, no matter how long it was intended to be used for, was a timer. Greased Lightning, 100% up time, only dropped if you had to force disengage, had 100% uptime. AF/UI 100% uptime. It has always been designed around 100% uptime. You always entered the fight at full power because your 0 second cast was a cold open fire 3 back in ARR. You instantly and effortlessly went from 0 to hero. The proc-based mechanics probably had no real thought behind it beyond: "We want the class to do something other than fire 1 spam." Which is what the class was.
The AF/UI timers don't exist to make interesting choices, they exist to force the class to not resort to fire 4 spam, because this was the behavior exclusively hated about ARR's design. The tension is basically a byproduct of trying to give the class something vaguely resembling a real rotation. It is not necessary to maintaining this rotation. Paradox by itself proves you can force changes in rotation by making a spell one-use only but higher potency per second than the desired spam spell, forcing interesting choices. If you made umbral hearts required to cast fire 4, and made fire 1 and paradox both give 3 more umbral hearts (to a cap of 6), you would enforce the exact same design without AF/UI timers.
Because it's not a choice, and never has been a choice outside of silly haha meme builds that the devs have repeatedly seemed to not want despite commenting on the player's ingenuity (see Paradox, blizzard 4's timer, AF/UI trying to be so strict to force a specific rotation, the very marginal gains in ShB of these meme rotations), it's patently clear that it was never intended to be a choice like this. The devs also, throughout the entire game's life cycle, have tried to reduce stress points. Prepull aetherflow? Removed. Silly technical rotations such as summoner in heavensward? Destroyed. Playing the class in ways not intended have always been met with the devs trying to prevent this style of play, and we see them doing it with BLM without addressing the core issue, that AF/UI timers are a problem.
So we have competing design goals. We want a rotation that's not fire 1/4 spam, but we don't want to change the class because why would we, so they constantly used the timers, a major source of stress, a skill floor mechanic, to try to enforce the structure of the rotation. The thing is, the timers don't actually impact the skill ceiling beyond theorycrafting meme rotations. They literally do nothing to high-skill play outside of those rotations. Most of the choice of BLM is optimizing Sharpcast which, basically, should always go into firestarter now due to thunder 3's ~65% proc rate and the potential to transpose fire 3 as your opener to AF3, and to choose when to cast and when to move.
In fact, 99% of BLM's actual play is literally in choosing when to cast a GCD and when to interrupt it, or when to supplement an instant cast. That is, and always has been, BLM's true high-skill play. That is the skill ceiling. Absent sharpcast, the fundamental core of BLM is not the tension of AF/UI timers, it's the tension of trying to ride the line on untelegraphed aoes without getting hit, or knowing you need to triplecast here because you need 7.5 seconds of uninterrupted movement.
That difficulty isn't going anywhere, that is, and always has, determined the skill ceiling of the class. AF/UI timers are a skill floor mechanic. You master them to literally play the class as intended, which is why they are, and always have been, an awful way of actually implementing the desired rotation.


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