Quote Originally Posted by Shurrikhan View Post
As compared to...? The blank sheet of 'hit anything at any time'? Keeping solely to the far more rigid timers of combos?
As compared to a little more flexibility in how one can handle the current situation, or even just other little things. Over time, I've realized that it wasn't positionals that annoyed me on melee so much (at least, in their minimal presence as they are now), but the debuff timers. As noted in the next paragraph, I enjoy things like the leeway RDM provides in terms of not absolutely requiring that the burst be used immediately because there's enough gauge to have overflow without capping. Granted, I don't do the highest levels of encounter, so that may not be as present there. However, in the vast majority of content, a little leeway is something I find far more enjoyable than hitting a random button or weaker combo just to upkeep a timer.

Quote Originally Posted by Shurrikhan View Post
Except as kits have been simplified, contextual tanking gameplay has also/likewise been simplified. There's not just less to do now against a striking dummy; there's less, too, to do specific to any given modern fight.
I mean, the literal very next words in that post that were removed were "I'm not holding my breath [...]", indicating that I wasn't specifically expecting it despite the hope. I also mention, later in said same sentence, that some groundwork does need to be laid before you can typically do massive overhauls. Do I expect that that is where they're going? Unfortunately not. The job complexity concerns definitely need to continue to be brought up so that SE understands that not every job needs to be as simple as most of them currently are. I personally just don't really find DoT management to be the way to go about it. Rather, I don't find it engaging, merely annoying.