Quote Originally Posted by Zaniel View Post
Having 7 individual buttons on your melee rotation is pretty stupid let's be honest, I don't mind that it's 7 skills and 7 presses but spreading it across 7 buttons is asinine low QOL and bad UI design. They just need to compress the skills a bit into like 7 skills on 3-4 buttons while still keeping that 2-path cycle style of flow. The rest is fine (although I wouldn't cry if Life Surge went walkabout, it's not Kaiten, its not identity defining, its just a random extra button).
SAM and MNK single target combo is composed of 6 actions. Why does an extra button bother you on a job that has a fixed rotation?

The complexity of DRG's rotation lies in oGCD management and keeping stuff on cooldown. If you make the GCDs more complex, they'll probably reduce oGCD complexity (whether that complexity is enough or not is another debate).

DRG is also the most positional-intensive job with 50% of the GCDs being positionals. This would change if the combo string was reduced, and the positional dance is fun to do, even if it could be a bit better (see below), as it keeps the flow and makes the job not be boring between bursts.

Quote Originally Posted by Shurrikhan View Post
Moreover, if you were to consolidate WT and F&C, you'd generally do that to/with each other, as they're not available anyways until that point and only in sequential use.
I'd rather keep them separate but allow you to choose which one to use first after Chaotic Spring and Heavens' Thrust to help with positionals (and to hopefully do the same if the 5th hit became upgraded in 7.0...).