
Originally Posted by
Kandraxx
In WoW the devs gave you the skills and said do whatever you want with them, be creative, think outside the box. In FF14 they give you skills and instructions on how to use them if not outright enforcing a hardcoded rotation. There's no outside the box thinking because the box has very clear and narrow boundaries. Open World, as much as it even counts you can just press whatever, it doesn't even matter. Instanced content is 'pull all trash to the next wall/gated area and AoE with whatever' or dancing circles around a boss while playing your clockwork piano. That is the game, FF14. In a way Deep Dungeons actually provide the best designed content that allows for the most individualism and where cc, slow, root skills are actually used.
SE is aware of that, but they know that they would have to redo the entire game to fix this, so they try to add makeshift complexity by means of combos and piling up on skills and introducing the idea of 'button misclick' as a major PvE mechanic. How many ''deliver XXX potency damage for the first target, and XX% less for all remaining enemies, can be used when/after" buttons do you actually want on your job? It doesn't make the game any more interesting at all. It doesn't matter if you press 10 buttons to reduce an enemy that has no mechanics to zero health, or 50. How many times/hr do you want to press 1-2-3, while pretending that it is a high form of MMO gameplay that is to be preserved. MMOs specifically invented the auto-attack, so players wouldn't have to do that.