Quote Originally Posted by Amberyl View Post
No, I completely agree. For some classes, it's not a hard thing at all. But that's not true of all classes, and some require much more micro-management and movement than others.
And that level of micromanagement is incredibly simple compared to a lot of games. So much so that anyone who struggles really has greater concerns than their DPS in a fight.
I think essentially we want the same thing here - parity - but at different ends of the spectrum. The problem is that in the current situation, you cannot achieve parity at either extreme, since it is so easy to use and hide illegitimate (and infinitely more effective) automation. You're asserting that any player that adopts any level of automation is fundamentally flawed for doing so, despite the ideal that you're holding those players against being much rarer than you seem to be aware of. To be frank, you're being overly harsh, when your assumptions are flawed. You'll just put people off playing and things aren't as black and white as you claim.
They are fundamentally flawed, they may not be as rigid as in game macros, but they are rigid enough that a good player should instantly be able to recognise the disadvantages, that you need to be able to pick and choose when you use each ability. MNK or SMN I would say are the greatest examples of this, where their rotations are rather fluid and change depending on circumstances in the fight, how their debuffs have ticked with interacting with other mechanics of the fight, and so on, a good player realises they need complete control over the actions they perform. That is why macros are inherently bad.