Kind of? But outside of the actual math involved to ensure DPS metrics are roughly equivalent within roles, if you aren't tuning your encounters to require 90th percentile performance across the board, then does that 90th percentile performance even matter? Particularly in a system wherein so much of that remaining 10% of possible DPS is so reliant on critting the right skills at the right time. Good crits can quite literally turn a purple into an orange and an orange into a pink. I just don't understand the fixation on parsing that some folks have. I like to see a consistent upward trend of performance across a tier, but I don't really care about the numbers otherwise. If I can plot a graph and see a consistent upward trend, and I know that my group has had no substantial issues clearing (or at least none of my making), then I'm fine with whatever the game is doing.
One that has been too reluctant to redesign things, instead preferring to adopt an ultra-conservative design ethos that only iterates on things and never redesigns them unless absolutely necessary. "5.0 design" has basically meant taking things away from the Stormblood versions of classes. In some cases this is consolidating things, and sometimes they replace one thing with another. But original design of most classes is still plainly visible... it's just been sawn off at the knees and elbows and sometimes they used stick tack to paste on gewgaws here or there.So many skills spent just to make the initial one that much less core or interesting. What other MMO does that?
I do agree that it's some kind of weird idea that complexity is depth, or something? I think they'd be much smarter to reinvent classes along the lines of their PvP system - figure maybe 12-16 buttons *in total* for a class, though not counting consumables or other random things you might add to your bars. Option to break combos up into their separate 1-2-3's for players that prefer that style. Look at Diablo 3 - you can do a *lot* with just eight buttons. WoW shows you another way to turn "few buttons but higher APM" into a thing through the use of procs and just generally shorter cooldowns for a lot of abilities. Guild Wars 2 is another example of few buttons but reasonable depth to gameplay. There's actually a lot of examples out there. I don't believe that Square-Enix is ignorant of them. I think that they've just adopted an excessively conservative development style, for too long, and it's starting to wear through in some places.
I mean, hell. Even before the EW revamp, I still preferred the PvP version of most classes to the PvE versions. And then the PvP revamp in EW proves, beyond a shadow of a doubt, that they are absolutely capable of designing interesting and engaging gameplay and classes with very few buttons. But I think they're terrified of having another Gordias, so they're staying very conservative with PvE design.
I agree it feels bad to have fluff/padding in your rotation for the sole purpose of APM padding, but a game with PvE this rigidly scripted can't really make use of empty space. I only hate padding when it's in the form of several different buttons. I don't really mind tapping Shield Slam every 6 sec and occasionally more often than that with procs in WoW. I don't mind tapping Expiacion every 30 in XIV. I'd be fine tapping it every 15 or every 10 or whatever, too. I think sound and visuals matter more than anything to keep rotations *feeling* fun, honestly.
I wonder if they could come up with some animation system that made minor adjustments to sounds and animations dynamically so that you're not always doing the exact same motions over and over? They've got a *ton* of high quality, unused animations in the game files these days owing to all the pruning they've done over the years...

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