Quote Originally Posted by Samsta View Post
Ehh, I can agree with you on WAR and DRK, I haven't really played monk myself, but the upkeep GL was never something you really could affect, most of the time it would either fall off because of too long transition or not, having it not fall off is more of a QoL change than anything. Saying that "every job" is overly simplistic is a huge stretch. Compare heavensward ninja, dragoon, black mage and summoner to their current versions, are they really simpler in any significant way? They have received as much new stuff as they have lost, if not more. And that is the heavensward version, the 2.x version of every job was the most simple version of that job hands down, it was a heavensward version minus 5 abilities. EDIT: Oh and paladin has only gotten more busy with the expansions, 3.x paladin was still pretty much 123 job with 1 dot, now it has a magic phase in it's rotation.
DRG lost Heavy Thrust management going from SB into ShB, so they lost something to upkeep. BotD is a joke to upkeep compared to HW, where it was easier to drop it. SB simplified that and reduced punishment if one were to let it drop, since BotD’s cooldown is 30s now compared to 60s, I believe, in HW.

BLM got easier after HW—they made it easier to upkeep Enochian because people complained about how easy it was to drop it. Rotationally, it’s always been easy; but they took the “difficult” part of its HW rotation and made it less punishing.

NIN is a bit unfair since they’re getting a rework to fix gameplay issues. We’ll see how it is then. Same with SMN and it’s new Egi-Assaults, which I don’t think added any real rotational complexity, just annoyance with execution.

MNK’s GL upkeep on Form Shift can be seen as a QoL—but they also don’t have to worry about positionals virtually ever anymore, removing that aspect of complexity from the job.

PLD may have gotten busier with the introduction of Requiescat windows and such, but, as you retorted to me: that’s one job.


I disagree that a significant number of jobs retained complexity since HW. The jobs that were added post-HW were seemingly designed with low rotational complexity in mind (RDM, SAM, DNC)—the only one that seems to be the exception to this is GNB, which is more active (like PLD) compared to DRK and WAR, which are fairly boring in terms of rotation. SB BRD gained complexity in Repertoire management, DoT management, and Foe’s management...but ShB took all of that away to “close the gap between low-tier players and high-tier players”. It received nothing in return for what it lost. I wouldn’t say that MCH is overly complex now either—I never played it much in HW or SB, but things like Ammunition management added something to the job that you had to manage, I felt. I don’t think there’s much to Overheating anymore: it’s basically use Hypercharge at 50 gauge; make sure you have enough for Wildfire every 120s; and press everything else on CD as it comes up.

Saying that “DPS jobs have retained their complexity for the most part” when a significant number have not is a stretch, in my opinion.