Quote Originally Posted by BrokentoothMarch View Post
This is very inherently a chore and to call it gameplay would be akin to calling moving to the left the same. Technically, you'd be correct, but let's be real.

This is mostly the only bit that miffed me considering that, if this notion is rejected, suddenly someone has a narrow view of what could be added to SAM, which is honestly pretty... well, narrow-minded.
Then what of Savage raiding, 90+% of which is "move to X at time Y"? Mere chore? Just get rid of it all those mechanics, too? If preemptive movement is so "tedious" as to be considered gameplay only by the thinnest technicality... what is there to do among the endgame?

But let's say we follow your line of reasoning and reject any and all mechanics that required paired consideration without requiring additional button counts. No more cast times. No more positionals. Done. Is that not a narrower span of gameplay than before such was excluded?

If a job had several or so paths of development available to it previously, but you sought to constrain that to just a few because the remainder didn't meet your personal definition of "worthwhile gameplay", have you not set a narrower view of what could be added to SAM?