Quote Originally Posted by GartredZW View Post
Where does this line of thinking end?
Aggro management is too hard, so let's just make tank stance a basic "give aggro when dealing damage" toggle.
Healers having more than two buttons is too hard, so now they just have one spell to spam.
Positionals are too hard for some players, so we just remove them.
Cast times in general are too hard for some players, so we just remove them.
Melee needing to be close to the enemy to deal damage is too hard, so we made their range the same as phys ranged.
Combo actions are too hard.
Random Procs are too hard.
Keeping your GCD rolling at all times is too hard.
There is no hard cutoff.

This is one of those situations where, as a game developer, you cannot have hard and fast rules. You need to judge on a case-by-case basis which portion of your community to piss off vs which to make more happy. As your game ages, this changes even for existing groups due to a combination of naturally finding it difficult to attract new players and the number of buttons vastly increasing (which warrants some degree of re-trivialization of mechanics with each expansion, anyways, the alternative is doing the WoW thing where every time you add 3 new buttons, you remove 3 older ones again).

Can a MMORPG be made too easy? Sure. But it's not as easy as you might think, due to how MMOs work as leisure time brain relaxation experiences for many, not high-stress-high-focus exercises. It can also absolutely be too difficult. It's a balancing effort. There is no simple solution.