Quote Originally Posted by Shurrikhan View Post
Consider, though:

What is a rotation? Complexity "for the sake of complexity (that ends up being enjoyable to many)".
What is job choice? Complexity "for the sake of complexity (that ends up being enjoyable to many)".
What are mechanics? Complexity "for the sake of complexity (that ends up being enjoyable to many)".

When outright removing things to do or worth doing, you're no longer just making things "simpler" or "less convoluted". You're literally reducing what's available in that content.

If that thing, in itself, happened to be unenjoyable to a majority of players even after their having learned how to handle it, then by all means, toss it. (I'd make that case for the goop in Toto-rak, if only because the removal of the game's Z axis (in late ARR, iirc) made it impossible to jump over it anyways, giving us no way to handle it.)

But when it was enjoyable for those who figured it out, and didn't require much frustration to get to that point anyways? (See, for instance, the poison puddles on the Brayflox final boss, though ilvl and potency inflation over time has largely rendered it only a very soft mechanic.) That sort of thing shouldn't be removed just for the sake of simplification. It can be replaced with something more interesting, sure, but there's no reason to simply flatten or streamline interesting (at least to many) mechanics.
Couldn't agree more.
The logical endpoint would be to get one ability labelled 'resolve', you press it and win. If people can't be bothered to do X in a dungeon other than pressing 1 to 3 then why even play? I personally don't find that entertaining. I wish the game would finally acknowledge the existence of difficulty sliders and adjust rewards accordingly. The game has not enough mid-core content.