Quote Originally Posted by Kabooa View Post
I don't see how what I said implies that.
Well, the initial post I was responding to, you mentioned what you like about 1 button DPS nuke + 1 DoT was that it didn't waste buttons. Whether or not this is how you perceive the situation or were trying to imply, it essentially comes across as "the good thing about what we have now is that we aren't wasting buttons on DPS." This implies that adding DPS is a waste of buttons, which I contested. That may very well not be how you feel, it's just how I took that statement.

After that, you mentioned in response to Semirhage that someone earlier was using tank 123 filler rotations as a comparison. My point is ultimately that this is irrelevant. Whether or not someone else is bringing up 123 filler as the "solution" doesn't meant that's what most of us are asking for when we talk about expanding on DPS actions. If you aren't writing off other discussions about DPS buttons as nothing but 123 filler, then why not clarify where the misunderstanding occurs?

Quote Originally Posted by Kabooa View Post
I keep citing PVP because I think that's the best direction we should head in. We should minimize the bloat, we should ensure every button has a purpose, and for those who like hitting 6 different keys for their manual auto attacks, you give options that conserve key space for those who don't.

We stop taking things away in favor of systems that reduce the keybind pressure.

I don't think I'm being unfair in that perspective, nor do I think it's incompatible.

You want more damage buttons.

I want them to be meaningful.
I agree on some level, hence what I was saying earlier. Buttons need to be meaningful. That said, I would just add for clarification that PVP and PVE are not the same, and PVP toolkits can be a lot more shallow because they're built around regular, quick engages with unpredictable opponents whereas PVE encounters are very long, and involve consistent and predictable opponents. There is some overlap where we logic from one translates to logic of the other, but there is a reason why PVE toolkits have a lot more buttons.

To be fair, though, I do feel that a lot of jobs have a lot of unnecessary bloat. I really dislike the complete departmentalization of AoE buttons and having entire AoE rotations in a game that offers almost no AoE scenarios outside of FATEs and dungeon trash, for example, and would rather AoE rotations be built into your single target ones---i.e. having buttons like Afflatus Misery that just happen to be AoE but are still useful for single target, or providing a value in single target to AoE spells for healers, where the AoE spells are spammable for trash, but offer some type of utility or self-buffing for single target so they are still a part of the rotation.