
Originally Posted by
Mikey_R
In fights that actually matter, messing up your rotation can be detrimental to the point you cannot clear the fight. However, to counter your point, look at healers. They are as simple as it gets in their DPS rotation and they complain about that simplicity. If a fight is going well, they even know where they will use their healing tools, so that isn't something that concerns them either. Infact, general consensus on jobs tend to be, they need to make them more complex. People hate the dumbing down. You say they should just trim the fat, but the fat is what keeps some jobs interesting in the first place. Both boss mechanics and job rotational complexity have to be balanced and making one of them too simple is just going to hamper enjoyment.
As for LBs, there is no reason a long cooldown couldn't be flavourful. However, one of the things with PvP is that every LB is unique, and has different utilities designed to be used in different ways. That sort of thing will not work in PvE and, depending on how you want LBs to play out, could even prevent a job from being used, just because it isn't useful. As a quick example, let's compare 2 made up tank LBs. One is purely defensive, one is purely offensive. The only thing that really matters is offence, how quickly you can take out the enemy. Reason being, all tanks are given enough mitigation tools to survive a fight, any extra is pretty much wasted, so, you take the extra damage. Ok, so, now we have 2 options, either make both tanks purely offensive, or purely defensive. If you make them both defensive, does this mean you should start making fights with this in mind? Having that extra strong tank buster forcing the LB usage? You have basically make a mechanic for a specific button there, not really all that flexible. You could make them both offensive, again, there is no reason why this couldn't be long cooldown action which obviously makes it flavourful to the job. Job flavour really isn't an argument for a mechanic after all.
Also, define 'playing well', what does that mean? Is it just that you hit things on the GCD? Well then, using Throwing Dagger is going to be just as effective as doing Ninja's 123, so are you really rewarding good play? How about also basing it on how long your oGCDs are sitting not used? Well, what about the fights where you might delay your 2 minute burst to better fit fight mechanics? Are you going to punish them for optimising?
Also, the 'get lucky with crits' is all down to the 2 minute meta and the insane damage you get from that period of time. If buffs were more spread out, crit variance would be less.