...5.0-6.0 to 6.1's WHM Lily shift wasn't a bad thing, as it didn't LARGELY alter gameplay from how the general playerbase was using it (high end raiders were avoiding using Rapture/Solace like the plague, but the general payerbase was not), so it didn't really alter gameplay much for most people, making it a minor but effective tweak that also helped high end encounter issues with WHM MP and was arguably an oversight missed in the 6.0 upgrade in the first place since Glare had upgraded. Glare, Dia, and Holy upgrades and more potency/new visuals were fine. Benison getting another charge was fine. Even Aquaveil being added since it was kinda just another form of Benison. And "overheal weed" doesn't really change the gameplay of the Job at all, partly due to how rare (longish CD) and niche (multi-wave attacks that also hit the WHM) it is, and partly due to it kind of being covered by other parts of the kit (it's basically a long CD oGCD souped up Medica 2 that can be detonated early into a Cure 3).
Despite having a change to Misery (damage neutral), this really only reinforced how many people were already engaging with the kit, and the other changes, which were a second charge of Benison (more or less used the same way in double tankbuster situations or as a spare shield for random who stepped in the bad), faster Lily generation (which again just increased how people were already engaging with the kit), Aquaveil (which again was just another variation on the Benison theme), and Lilybell (which has low engagement in general and is just a more powerful oGCD version of Medica 2/Cure 3), and the Assize CD reduction (which didn't change how Assize is still generally "use on CD"); oh, and that trait that increased healing of GCD spells - all this didn't change how the Job plays at all, they just enhanced how it was already being played.
Adding a new "elemental" rotation, an elemental gauge, a retribution gauge, a 1-2-3 rotation, more DoTs, and/or a burst phase rotation, would all NOT be how the Job is currently played, many of which would be upending and changing how it's played on a fundamental level, and likely decreasing how the Job is intuitively picked up and played by people now, and so would not fit this definition.
So minor changes are fine, as long as they're minor and don't really alter the overall gameplay. If "overall gameplay" is what you man by the word "complexity" in this case, then that's an adequate enough definition.
It's funny how quick people are to call me snarky or say my attitude poisons the well of discussion, etc, but have no problem with the above being posted...

Originally Posted by
ForsakenRoe
Remove the 'gain an Addersting when shield breaks' and replace with 'gain {buff name} when shield breaks, allowing the use of Phlegma without incurring it's cost or cooldown'. Not damage neutral, but it's 600 vs 660 and it allows the player to make interesting decisions re: using it for movement vs using it for raidbuffs to get extra damage from it
Honestly, I'd just boost Toxicon's damage. It's the most straightforward solution and it would even give SGEs a bit of a "rotation" of applying a shield to the tank and then throwing out Toxicons as they pop. Further, it would introduce skill expression (contrary to popular belief) as you'd be managing a resource to avoid overcapping and ideally have for burst windows (optimal burst at that point would be using two Plegmas and three Toxicons, 4 if you could time a shield to break during the burst window) but like Tanks with their gap closer, rewarding fight knowledge by knowing when to save one for movement after the burst, etc.
Not to mention this SEEMS to all the world how it's supposed to work. A lot of newbie SGEs (who haven't looked up guides, etc) run dungeons this way. Shield tank, DoT adds, Dyskrasia AOE spam until both packs are collected, Plegma x2, use Toxicon when pops, refresh shield on tank, back to Dyskrasia until next Toxicon. The kit SEEMS designed to work this way. It's intuitive to use this way. And it has optimization options in "Do I use all my Toxicons in the burst window, or do I save one for movement? If I use them all, will I have time to have a shield broken to get another before the next movement mechanic I need one for? Can I slidecast that mechanic successfully to higher risk higher reward my Toxicon use in burst? And if I don't use a Toxicon here, do I risk overcapping at this other point in the fight?" It actually makes the skill floor lower and the skill ceiling higher at the same time, something people SAY that they want, and does so making the base gameplay more intuitive; that is, this is the natural way people already pick up and approach playing SGE to begin with because it seems like what it's SUPPOSED to be doing to people.
As to WHM, the ShB issue was, as always, people try to avoid doing things that aren't optimal, even if they are optimal in a specific situation (e.g. people trying not to touch Cure 2 unless there's no other way but waiting too late and people die first). Making things damage neutral allows for optimization, just of a different kind (burst vs minimizing use), and frankly, we already are encouraged to damage so much anyway, something that breaks that up is better. This is why I think EW WHM is better than ShB WHM. Hell, remember when we did the analysis on the different versions of the healers to see which expansion was the most "Glarespamy"? Recall that SB WHM was more Stonespammy than EW WHM is Glarespammy? And the key reason for that is because of Lilies being damage neutral, which encourages their use rather than encourages people not to touch them, which was the problem in 5.X to an extent and really bad in 6.0, which resulted in the change. It was a good change, not a bad one.
If Toxicon was damage neutral, it would likewise breakup the Dosisspam since you'd be using both EuPrognosis AND Toxicon as frequent parts of the rotation, where right now, the former is generally avoided and the latter is used roughly 3-5 times per long fight (if there are times where shielding is felt absolutely necessary or during downtime/phase transitions/ultimate attacks...where you can actually get 3 all at once; but there's no point using them for anything other than movement since downtime gains are only EQUAL to using a Dosis instead of an actual gain.)