I get that the point is for them to run in a stack, but I feel like there are better ways to go about that. Classes could have passive buffs to stack with others, while the main rotations could be trimmed and rebalanced into more fun, poignant cycles. Imo it's much more fun to spread out damage rotations into moderately low numbers working towards super high bursts, instead of, for example the 2 eyes Dragoon buff just allowing you to cram in spammy casts over and over.

I find it more interesting and fun to have every filler skill hit for a little less (say 30k instead of 43k) to then allow every 12 to 15 for a Stardiver proc to do 500k instead of like 120k. The overall output is the same, but it's way more satisfying to land a meaty blow, imo. Feel like the bar / eyes / charges you spend rly make a huge difference. As it stands the overall dmg of a DRK Spiller window is good, but spread out. The total amount is high, but each hit feels weak. It's a feedback thing. You do a huge animation and see the bar barely move 15% on a mob...

Also WoW went along this "only mythic raid matters" route and it became trash for it. I get that balance is done around the hardest content, but I think the rest of the game should not suffer for it. Even if that means adjusting it specifically, like using Echo or other modifiers to make solo and small grp content feel more meaningful while not breaking the endgame. Or, you know, simply balance Boss HP around the higher dmg / reduce trash mob HP pool drastically. Either way is fine. It just feels bad when your "ultimate" resource spenders barely do more dmg than your filler trash spells :P