I feel like this one gets all too often blown out of proportion, especially where it frames the problem as one of matching raid-buffs (rather than the portion of jobs' potency-per-minute that can now fall within 15-20 seconds per those 2 minutes).
Consider:
- What optimizations processes did you follow before? What optimization processes do you follow now? What, if anything, changed?
- What are differences, not just broadly between how people play(ed) then and now (since player communities do learn how to get better at the game, such that even a new Savage player today may inadvertently come across far more now than they would have when T6S came out), but between the gameplay implications of those kits then and now as they'd play out in today's player contexts?
We've lost a bit of pre-combat optimization in/per set comps (though, admittedly, that's a community issue more than a systems/design issue, as the differences between as optimal a comp as possible and a random comp were smaller than that of a single DPS underperforming). I'm not sure, though, that's even a bad thing, in itself.
If/when there's no AST, or you wouldn't be the preferred AST target, we've lost some things for which to hold bankables that can't be saved all the way for the next major raidbuff cycle as formerly granted by 60|90s CDs. That's a loss, and I therefore preferred that aspect of what we had before, but that loss is quite small.
If we say that our performance now depends more on syncing up to raid buffs, we're essentially saying that there is now a larger difference between what DPS one can produce individually and what Party DPS they can produce contextually. The latter comes from finding the greatest product possible from (A) potency density and (B) damage-amp density. But of those, despite raid buffs becoming increasingly stackable, the larger change is simply in our controllable potency density.
Now perhaps we're using this term "2-minute meta" super broadly, to the point that we really also mean an "exploitability" or "bankability" meta, rather than merely that timers have become standardized. In that case, we'd also be referring to how the preference for jobs with higher margins of what damage they produce in an 8-man context over what they produce alone ((aDPS-nDPS)+(rDPS-nDPS)) sparked an arms race of potency controllability/bankability.
Though, unless we're referring to raw potencies themselves, as in Paladin's Req combo doing so much more damage than its average potency-per-GCD (such that smaller optimizations become increasingly outweighed by Crit/DHit luck on those nukes), we'd still have to then ask: Do we specifically dislike having more control over the timing of our damage? Is it more than we didn't go far enough, since 1 charge offers no damage control, but a total (all charges) recharge time that matches our CD- or raid-buff intervals still means "effectively" no damage control (pacing is obligatory)?
Those are the actual gameplay-impacting design decisions, and simply yelling "Revert!" or "Down with the 2-minute meta!" has a damn high chance at a Monkey's Paw outcome if we aren't specific. (Hell, look how often even incredibly precise feedback gets misconstrued.)