I wasnt initially discussing comparisons between classes cause that starts involving a whole slew of nuances that arent exactly relevant to what I was trying to say about the example and generally the overall approach to making a healer class more complex.
What I was saying was increasing complexity to achieve the exact same goal is not enough in of itself. That isnt meaningful in an objective sense. There has to be a tangible reward for the increase in complexity from a previous iteration. A tangible reward could be an increase in dps, but could be other things that give its complexity an edge over less complex iterations. So if a healer increases complexity with some rotation on top of keeping all other aspects intact only for it to achieve the exact same end result as its previous incarnation that spammed 1 all day long, the change isnt really justified as a positive. It is, in fact a defacto a nerf to the class. One many people will not outright accept, especially if the level of complexity is substantially increased.
If we were to talk about complexity between classes within a role, this just goes back to what I mentioned about the problem with making changes: Added complexity comes with cost. Balancing, as an example, becomes substantially more difficult to do if the goal is to keep the relative output of all classes within a role 'viable'. Its actually easier to dumb things down and homogenize than to add complexity to maintain balance. So even if they want to make healers have a rotation, they have to consider balance as a result. A way this plays out is actually pretty easy to see: If WHM, for example, had a pretty damn complex rotation that is significantly harder than all the other 3 healers to achieve the same result, it will likely see LESS play overall from the player base because people will optimize into a class that better bang for their buck.



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