
Originally Posted by
tearagion
...
What I mean is, you're arguing over a definition. You're insisting your definition is the correct and only one. And even when someone else is using the terms your definition used, you insist they aren't.

Originally Posted by
tearagion
If I entertain that mentality then I suppose if their goal was to make something that looked like a Rydia-esque "classic ff summoner" imported into FFXIV then sure they succeeded.
That's exactly what I mean, yes. The only thing that sucks is it doesn't get there until level 90, but the Primal summons themselves thematically feel like what Summoners are in most of the older Final Fantasy games, or FF3 through FF9 and including FFTactics, with the DWT/FBT being the newer incarnations of summoners like FF10, 12, and 13 where they are temporary companions that join you on the battlefield briefly before departing.

Originally Posted by
tearagion
Popularity is a shit metric even if we did have access to accurate numbers.
I disagree. Suppose 90% of Healers right now were playing SMN and only 1% were playing WHM. That would be a pretty good indication players probably want more complexity in the Healer roles, and would indicate that SE should make more complex ones. If they did so, and those were the popular/most played ones, it would reinforce that position. While popularity doesn't necessarily mean the GOAT, it does mean "thing people like". And I'm generally a fan of giving people what they like within reason. Or, at the very least, not taking away what seems to be well liked. If the complex Jobs were the ones being most played, it would indicate the Devs should add more complex Jobs since that's what the people want.
I'm not saying people are always right about things like domestic and foreign policy, but people are generally good judges of what things they personally enjoy.

Originally Posted by
tearagion
In fact you seem to strengthen that interpretation in the second paragraph where you prioritize not needing to make any meaningful rotational decisions, that the rotation should simply happen without disruption. You've not been shy about enjoying the easier rotation. You even say it succeeded in creating a "smoothness of flow", so I don't know what your problem is here.
I think you don't understand the point. SAM has a somewhat complex rotation, but it closes its loop. You have something that's basically 1-2-3-1-4-1-5-6 (however you want to arrange it), and then 7. You also will occasionally 1-2-7. But the rotation is more or less closed. SAM I don't play as much, so I'll use MNK, as I'm more familiar with it. MNK's rotation is 18 buttons long, but it moves between abilities and the loop closes at the end to get back to the beginning. 1-2-3-4-5-6-1-2-6-4-5-3-1-2-6-4-5-6-back to start. It's satisfying because it is a nicely closed loop that cycles. You don't end it with 4-5-clip to 1-2-3. You finish off the loop and then it begins again. It's smooth and requires thinking about what you're doing, but there's a correct way to do it, and that's it. It's not simple (in the sense of complex or braindead), yet it's smooth and deterministic.
I don't like rotations where you have to do stupid stuff like "You have a buff and can use Atonement 3 times, but every other time...yeah, you just use two of those". And MNK's, for all that it's static, has hiccups in it when you do use the Nadi finishers, but the core rotation is nice and and I like it. I prefer the "choice" being in things like when to use oGCDs or when to use movement tools that don't disrupt your rotation (things like Ruin 4), but I like rotations that are closed loops IF they're rotations.
RDM gets a pass since it doesn't have a set rotation, though it has "micro-rotations/phases" of shortcast-longcast sets. Of which there are a total of 6 and if you ever build a decision tree for using them, it's actually pretty crazy what your mind is doing on the fly when you play the Job, evaluating conditions (is White > Black, White < Black, White = Black), what procs are up (is Verfire ready = True, Verstone ready = true, Both = true - if so, which has the shorter duration remaining?), and other contingent variables (is Acceleration sitting at 2 charges or about to reach 2 charges? Is there a heavy movement phase coming up? How close are you to your melee combo-ready? Is the phase one which allows melee range engagement? Is the next burst window close enough you want to save pooled resources for it? Is Manification up or about to be up?). But since all of this is broken into "shortcast-longcast", it's a far less daunting task than if you sit down and try to think out and math out what is actually going on.
Anyway, point is: Rotation that smoothly interlocks at the end and start of the next loop is not simple or bad.
Hell, OLD SMN did this. The rotation was a perfect(ish) 2 min full cycle.

Originally Posted by
tearagion
Where did I say you weren't using the definition I quoted? Perhaps using "defined" here to articulate that I explained my position was confusing.
"I clearly define what I mean by "disjointed", and you just...ignore it?" - If I'm ignoring it, I can't be using it, right? Can a person be using a thing while ignoring the thing? But I'm willing to let you off the hook on this one. But when you say I'm ignoring things, that kinda means I'm not using them, hence why I thought you said I wasn't.
In any case, the other stuff...we're going to disagree on, but I would say that "continuous" is not a word that fit Old SMN. Connected I'll give you in the sense that individual strands connected to others like a spider web. I don't feel it was as coherent as something like RDM where all the systems seem more or less connected, and Old SMN's were, as I said, tangentially connected or connected in individual elements to other individual elements. But sure, we can call that connected. Not "continuous", though. Old SMN, as I've said, was ALL OVER THE PLACE. It lacked coherence, which was one of the things people complained about even back then. "Why is Phoenix attached to FBT but DWT and Bahamut are separate things?" and so on are arguments of how Old SMN wasn't coherent.