Quote Originally Posted by Gokki View Post
I must say I disagree. FFXIV never focused on making complex damage rotations - in order to load that complexity on the content.

If the rotations were difficult then the fights themselves can't be complex, reducing the fun aspect of them.

The combat system is deceptively complex and demands perfect execution and optimization in order to compensate for mistakes that happen elsewhere, with harder fights having less room for that.

Damage optimization while doing raid mechanics and coordinating with party is where the challenge is, not the individual aspect of your character.

Bomb Logic, not Sword Logic.
The problem is that Encounter Design does has way less 'shelf life' than job design because of how XIV structure is:

- Focus on the encounters: They are complex and engaging until you get your clear and suddenly they are braindead as long as everyone is on the same page. What remains is a bunch of boring jobs to go through those reclears until you don't need to reclear them anymore. Add to the aggravation the small quantity of High End content you're offered every major patch.

- Focus on the jobs: They are complex and engaging, and at some point you master their mechanics, but you still need to be on your toes and be doing decision making constantly. Shelf life is bigger because you need to apply that to different encounters, which lead to different variables. This is exactly why today BLM is the job with the most shelf life imo.

In a ideal world you'd have a neat balance between the two of them, but if I could choose just one to be the 'complex one' would be Jobs, not encounters.