I know this is a commonly requested change, and I know there are workarounds available, but the squeaky wheel gets the grease, so squeak I will.
To start, I'd like to share the opener for Astrologian. Assuming the boss is already targeted, a card was drawn pre-pull, and no redraws were necessary:
Fall MaleficLightspeed--Pull--
Combust III
Target -> ally (mouse click)PlayDrawTarget -> boss (tab)
2.5s
Fall Malefic
Target -> ally (click)PlayDraw5s
Target -> boss (tab)
Fall Malefic
Target -> ally (click)DivinationPlayTarget -> boss (tab)
7.5s
…
“So what? Just play a job with a less complex opener”
The issue isn't complexity, I like how complex it is. The issue I’d like to focus on is the target changes. Within 7.5 seconds, an Astrologian performing the optimal rotation (with ideal RNG) takes 17 actions (roughly 2.2 actions per second), with over a third of these actions being target changes, actions where you’re not casting an ability at all! This does not only happen at the opener, but also at every 2-minute DPS window.
Within 1 GCD, an Astrologian requires both the ability to quickly identify the correct target for your drawn card and the physical dexterity to select them with a click, before quickly switching your target back to the boss. Supporting mouseover actions preserves the gameplay skill aspect of identifying the correct target, while reducing (but not eliminating) the physical dexterity required to target them, effectively cutting the hard inputs required by a third.
“Targeting is a part of the skill required to play the game”
Everyone’s physical dexterity is different. I argue the game design of MMOs should seek to remove as many barriers relating to it as possible, instead relying on class design and encounter complexity to add depth and challenge. This isn’t an FPS where precise and rapid muscle movements are a core aspect of gameplay.
To emphasize a keyword above; barrier. The act of casting a skill on its correct target is still happening, with nothing being done for you. The only thing that changes is the way we communicate these actions to the game.
“Just use mouseover macros”
Mouseover macros are insufficient, full stop. The queueing of abilities is vital for a plethora of reasons I won’t go into here. Those who suggest this should note the difference between a solution and a work around.
“But controller players tho”
Thank you for reading.