(cont.)
My idea of a good gameplay loop is: simple toolkit with lots of depth. What if you only had 12 abilities, but they could be combined in various ways to change how you play?
And what if bosses did more off the wall stuff?
Imagine if there was a boss who every so often took flight and started circling the arena, spawning adds that melee have to deal with while ranged take down the boss.
Ranged would save their burst for the air phase, and melee would build gauge/save burst on adds, then burst the boss on the land phase. What if as certain melee you could choose a big hit or a really long DoT that dealt more overall damage, and put the DoT on the boss before flight? Then use the big hit during burst?
That feels more fun and dynamic than "you have to time burst to 2 min windows the entire fight or you're bad"
Heck, a fight from 2007 in another mmo feels more fun to make decisions in than most FFXIV fights I've seen:
Phase 1: weak melee attacks, occasional mechanics. You're getting used to the fight, chill times.
Phase 2: starts dual wielding. Huge damage. Use your burst and defensives to keep alive and shorten the phase time!
Phase 3: hits with fists and floating weapons. Less intense tank damage but oh no, AoE has slowly filled the arena since the start! The tank must move the boss somewhere safe, and the raid must adapt!
Currently, both rotations and fight mechanics feel like memory games rather than decision making, and that's a bigger concern to me than 'complexity' tbh.
But that's ultimately a preference thing, many people love the rigidity.
I started going on about encounter design here because I believe job design and encounter design are intrinsically linked. When boss fights' whole deal boils down to "move correctly" and "make the DPS check or hard enrage", jobs have to be designed around those two concepts. And the way they are designed around them is honestly 99% the latter part. Deal consistent, high damage through the 2min burst window, that's the only thing jobs are required to do. Even tanks and healers' worth seems to be heavily based on damage output.
The fight example above shows a case where there's a "soft enrage" where burst is necessary. What if some boss fights had these soft enrages instead of a DPS check hard enrage? Where it's more important to use burst at specific points rather than just be consistent with the 2min timings? There actually is one example I can think of that kinda does this in a HW Alliance raid, it's been done!
Of all things, a certain fight all the way back in ARR comes to mind. You LB the hecking shard! That's fun! That's different! More of that please! Maybe if encounter designs get more creative with different ways to do fights, job design can start varying more, and some can be simple, some can be complex, and OH MY GOODNESS, MAYBE SOME OF THEM CAN BURST AT DIFFERENT TIMES???++
Disclaimer: I know "phase skipping" etc have been strategies in the past, like a certain HW meme, but this doesn't seem like the norm, or even a semi-common thing.