Quote Originally Posted by Mithron View Post
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I think that somewhere along the way, stating that 'the two-minute meta is destroying the game' has become perceived as a clever and insightful thing to say, but players have stopped actually thinking about why they might agree or disagree with that statement. I'm having an increasingly harder time actually linking your arguments back to this claim. I'm not even sure that you know why you're defending the sentiment at this point.

Pretty much all Heavensward/Stormblood openers were designed around when Trick happened. So playing around party buffs isn't a new thing, even if you didn't understand why your opener was designed the way it was. Holding resources or timing buffs to occur during your highest potency GCDs is an even older concept.

Target dummy rotations have never really been the main challenge in this game. The main reason why you're going to mess up your burst window alignment is because of a death, rather than pressing the wrong button (or at least I hope that's the case, by this point in the expansion). If you want a rotational challenge, then you probably need a job designed around procs and branching decisions around those. Outside of that type of design, on most jobs you'll probably be able to narrate out GCD sequences to specific mechanics once you understand the puzzle pieces of a fight. In fact, I think you'll get more interesting gameplay out of variable/branching fight patterns than you would out of changing anything up on job design, but that's a different discussion altogether.