Quote Originally Posted by Carighan View Post
Again, it's the exact same thing gameplay wise. You list the consideration that goes into building the static rotation, but once you did this, you internalize the button sequence and you're done. And that's the thing, nothing has changed. Before you had a braindead static approach to how you play, now you have a braindead static approach to how you play, the core flaw in a gameplay system (as a whole) where all but 1 jobs are based on static rotations while those rotations have no interactive or reactionary components to at least have branching paths or so, and all fights you engage with are built around these static rotations to engage with them.
It was not braindead static though. You could adjust your rotation to fit individual fights around your timers, it had more flexibility. Once you learn the dance of the fight, yeah it'd be more static. But, Noxious Gash was that extra vertebra that let your rotation bend just a bit more. Now it's mindless from the outset, feels more like a Dancer like rotation now with alternating waltzes, not the image I want when playing a snake inspired hunter.