An action for which there are competing uses for its time and therefore requires a degree of encounter knowledge (and over your party's playstyle, if they're allowed any exchange between outputs) in order to optimize your outputs around it vs. an action for which there are no competing uses for its time.
Which has the higher skill ceiling?
Or, more apt to the actual discussion (of GCDs, not oGCDs):
An action for which there is a specific point in time for which its use is, in itself, most rewarded (atop its reward for any allowances it makes for improved use of other actions) vs. an action for which there is no specific point in time for which its use is, in itself, most rewarded (leaving only its reward for any allowances it makes for improved use of other actions).
Which has the higher skill ceiling?
The difference between a traditional DoT (prior) and your suggestion (latter) are the points in bold.
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When the DoT gives nothing in itself to optimize beyond whether you hit it at least n times per minute, regardless of the timing of those applications -- no way to extend or have decreased how much total potency it grants in itself, no shifting opportunity costs either in itself nor due to the actions surrounding its optimal point of application, you have, yes, reduced its skill ceiling.
Here's a typical DoT:
- T-1 tick's time = n/n ticks' potency
- T-2 ticks' time = n-1/n tick's potency (See how it gets faintly weaker?)
- T-2 ticks' time = n-2/n tick's potency (See how it gets slightly weaker still?)
- Etc., etc.
Yours:You've made all the would-be optimization of the DoT, in itself, effectively fool-proof.
- T-1 tick's time = n ticks' potency
- T-2 ticks' time = n tick's potency (See how it value stays exactly the same?)
- T-3 ticks' time = n tick's potency (And the same again?)
- T-(n-1) ticks' time = n tick's potency (All the way until you can use it twice or more in a row at zero cost / i.e., with nothing therein to have optimized?)
You've taken all the optimization the DoT could offer in itself, and which was synergetic with the complexity its bundled utility could offer, and removed it, leaving ONLY bundled utility on what amounts to a soft CD in place of a DoT's gameplay.
So yes, the result of your suggestion is thereby going to be less complex, because there is LITERALLY LESS TO OPTIMIZE.
You've decreased both the difficulty in "decision-making" and the difficulty in "execution", so to speak. While you are correct that such reduces the skill floor, how you'd think that increases the skill ceiling is, yes, beyond me.
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You had Challenge A and Challenge B. The two were not anti-synergetic; though their combination had a higher floor, so did they together have a cognitive load higher than the sum of what they'd produce individually.
You then removed Challenge A, leaving only Challenge B, unchanged in itself. And you're insisting that somehow it's become MORE complex for having done so.