Quote Originally Posted by Azrael View Post
7.
Cap on raid members: Not much to say about this, I always thought the 8 man "raid" composition was too small, but this is another problem.
What i would like to see instead is the use of the flex raid system like some other games do, i think it's a great addition to MMOs that use it so the encounter scales with the number of people that you have in party.
This is a bad idea as it makes balancing things a lot more difficult. You couldn't have mechanics such as Enumeration if the party size is very variable and it limits the creativity of the designers a lot. It also limits the competitiveness of the raids as it would always favor teams with X players over Y.

Quote Originally Posted by Azrael View Post
8.
Rotations are too much scripted: This happens for both bosses and players, and i think it's more evident for dps and tanks, not sure about healers.
I never found a game where rotation were so much strict and scripted, on every boss you are forced to act like you are doing the usual target dummy rotation or you'll just lose dps, there is no other way to actually do it unless you wanna push bad dps.
3.0 made this even worse, locking abilities behind other abilities (Fire IV is just an example).
As frustrating as they are at times, they add depth to their respective jobs. If you play well you keep your buff and are rewarded with increased DPS. If you do not play well you're punished with the loss of your respective buff and lose out on some DPS. Given these circumstances you're forced to plan your buff and ability usage around the encounter which is directly related to your awareness, knowledge and understanding of your class.

The rotation argument sort of falls into the same category. Simply doing your dummy rotation will often result in a net loss of DPS in many encounters. You have to be able to adapt your base rotation for each situation the encounter presents you with which eventually comes down to knowledge of your job.


+1 Everything else.