I feel like you kind of have account for actual attempts at optimization, no? Else you look at chess and end up with checkers, so to speak.
And even now it's difficult to neatly compare the complexity of the two because they're so distinct (and the one, once looking at optimization beyond a one-size-fits-all APL, so quickly complicates itself beyond what can be pithily conveyed). WoW's is predominantly about adaptation and optimizing setups of windows (or, about picking the lesser evil in varying compromises, rather than there ever being an outright perfect option to stick to and keep rolling). XIV's is about maintaining a rhythm with very occasional alterations available to reduce desync or take advantage of a categorical difference (2-target vs. 1-target on MNK or PLD, different movement span lengths on BLM, etc., though that's far less often of note now).
I think if there were two things I'd like XIV to take from other MMOs, is to stop using pretense of depth in place of actual decision-making, and to stop being so apologetic or contradicting about its class's/job's central tools and their weaknesses.I do think that XIV could take a few notes from WoW, though. I don't think 1-2-3 static, unchanging fillers are particularly interesting, and I also think that the whole "plan out buttons to maximize raid buff advantage" thing has been discarded now that everything automatically lines up anyway.
XIV's "combos" are just yet more DDR, just done with 1234 instead of WASD. There's an entertaining rhythmic element there, but one could still do more in that regard on DRG with 2 buttons for ST than with DRG's 7 currently thus spent (since 2 buttons over 5 GCDs could technically allow for up to 32 separate actions, a 16:1 efficiency), or at least allow for each to be an actual action (rather than all 7 allowing for only 2 -- 1 action per 3.5 buttons). Give it a third button actually used efficiently and DRG's combos would go from DoTC-FillerC-DoTC-FillerC to literally dozens of available combo strings at varying lengths.
But then we look at something like Huton, too. The skill was honestly fine as it was initially, precisely because it had no resets. At 70s, you could manipulate it around downtime (going from 1-in-3 NJs to 1-in-4), so long as you kept it staggered from Suiton. It was still your highest value-per-uptime NJ outside of an 8-man Suiton-TrickAttack. But then we add Hide resets, so now we're "screwed over" by mobs being pulled faintly too soon. We add a barely-rewarding finisher for the sole purpose of not using Huton, merely replacing one mode of optimization with another and turning Huton from a core skill to a pre-fight chore and, on balance, further punishment for dying. Then we spend yet another button on it via Huraijin? Why? At that point Huton may as well be replaced with a more situational no-CD Bunshin, with Wind-Chore itself getting the modern Greased Lightning treatment (-> a trait) and Armor Crush being replaced with a DoT combo. So many skills spent just to make the initial one that much less core or interesting. What other MMO does that?
Whether the two are even linked or not comes down largely to semantics. A game can give a ton to do between burst windows while still having meaningful shared burst windows just as assuredly as one can have meaningful damage/healing/mitigation while still having a Limit Break.Unless Square-Enix plans on moving away from "2 minute meta," I think the next thing to do in class design is make the ~40-100 sec of filler gameplay between raid bursts more engaging and fun.
We tend not to like underpowered abilities fluffing our APM, but at the same time, engagement/fun isn't typically just a matter of throughput. We could still have bursty damage profiles and have far more APM and many more forms of optimization available between our per-minute and 2-minute bursts even while keeping raid buffs as relevant as they are now.
It's mostly just that most present jobs won't see lulls as preparatory to bursts because they're literally unable to use that time for sync (too rigid of rotational strings, especially in terms of their length), job design is hugely opposed to building around any meaningful adaptation to chance and generally aims for accessibility [with a comfortable pretense of depth] first and ceiling a distant second, and encounters don't demand engagement with active attempts to prep/sync bursts anyways because (unshared/individually varied) downtime is so infrequent now. Neither is a wholly recent trend, but as that trend's rarely ever reversed or sidetracked itself, the extent of it is obviously at its most extreme right now.



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