So would it be fair to say it as...hm...god this is going to be a horrible comparison but...
Suppose you're walking at a slow pace in a straight line. Each footstep is Glare. Assize is like doing a studder step every 40 seconds. But if you're playing RDM, Jolt is taking a step, Fire is taking a step right, Stone is taking a step left, Aero is taking a jump left, Thunder is taking a jump right, and your melee combo is like breaking into a sprint.
In other words, Assize doesn't really break up what you're doing, since its CD is long enough you aren't using it
super frequently, and so it doesn't really break up the monotony of taking one slow step after another slow step. Contrasted to RDM which is weaving and dodging and jumping and sprinting.
...maybe that's a bad way to explain it, but that kind of in the right ballpark?
[NOTE: In my reply to Askellington, I thought maybe of a metronome. Maybe that's the better way to explain it?]
Quick question:
If the icons for your DoTs/HoTs (without needing plugins) tracked the timer of their respective debuffs on your current target (last living target if none selected), would DoTs still annoy you, or would they just feel more like... soft-CDs?
They would still annoy me, but they would annoy me A LOT LESS. I still think DoTs without major interactions with the rest of one's kit are lazy and boring design. But I would be less antagonistic to them if that were so, I think. It would be less frustrating AND annoying and merely just annoying.
I think it honestly does have a lot to do with the icon/visual of it. As I've said, I don't mind NIN's damage upkeep buff (shows up as the fanblade/kunai fan ticking down and is apparent at a quick glance roughly how much is left by how much is lit up, and exactly how much is left by the big timer number) while I dislike WAR's (and DRG's) because it's a little buff icon with an even littlier number (I like DRG's the least because, in gameplay terms, it's also very [i]rigid[/] - WAR and NIN can stack theirs twice, which is both more flexible and, if under 30 seconds you use it a second time/early, it's not actually a DPS loss outside of buff windows as you simply have longer before needing to refresh it). In terms of player feedback, the interface doesn't give me the information I need to maintain it in a really usable way given the way I process data.
So it's part the visual and part the inflexibility - Dia should be used once every 30 seconds, no more, no less, so it's not as flexible as Storm's Eye or Armor Crush, which are both more flexible AND more forgiving, somehow making a lower and higher skill ceiling at the same time.
So a much more usable/visually informative interface showing it would probably be a lot nicer, yes. Hell, I'd settle for my DoT icon being 2x sized under the boss bar where I MIGHT see when it falls off out of the corner of my eye (a big thing disappearing might stand out vs something the same size as everything else disappearing).
I still would prefer buttons that just do direct damage, though, but if my DoTs were better visually communicated to me as a player, I would probably dislike them
less. I still think it'd be nice if at least one healer didn't have them. Pre-6.0, one reason I liked RDM of the casters was that it was the one that didn't have a DoT while the other two did. I thought ShB Casters had a nice diversity of playstyles and none of the three played the same, and I think that's something every role should shoot for.