My jobs split across 2 characters each expansion; one leveled/MSQ-progressed solo, one in time with a friend. All Fending, Maiming, and 1 of each other armor class except scouting on my main, while this one covers the rest. RPR was my 4th job capped across all chars/jobs, and probably my 4th most played DD.
I mention this only because we're apparently not allowed to post consistently from one character with less than all 90s, lest we believe --solely for lack of level 90 Savage experience on RPR... on the character posted from-- that, say, the ST | AoE division to Shadow/Whorl just feels like bloat, or that having downtime actions like Soulsow is fine, some part of which may count as "theorycrafting simplifications"?)

Originally Posted by
Taranok
The most important part about harvest moon.
This is the third time you have added it devs. The third time this godawful ability has been put on a class. First it's Chakra on Monk. Then Shoha on Samurai. Every single time, you've had to add a way to use that stupid ability as part of the normal rotation, because it's not fun to have a button you use once during an entire 12 minute fight.
Tbf, both Chakra before Deep Meditation and Shoha on SAM before Iaijutsu generating stacks quite a bit more use.
Chakra had, at the time, the best non-melee range ppgcd of any melee, and was far more granular, to boot, allowing it to be weaved in at more opportunities than the likes of Piercing Talon or Throwing Daggers.
SAM's Mediate, meanwhile, wasn't nearly so all or nothing as Soulsow is presently on RPR.
And... all that being said... there's nothing wrong with downtime skills if jobs would otherwise be that much harder to balance among diverse contexts. I'll take the occasional Harvest Moon-like action over fights increasingly having no melee downtime, etc.
And Post already said above all I wanted to regarding applying Death's Design via Harvest Moon. I wouldn't mind giving it a bit of uptime-based generation, but, as has been suggested for SAM and MNK since they were added, I'd like to see that happen in a way that doesn't randomly make a waste of Soulsow itself. See Meditate when already at 2 out of 3 stacks, meaning Meditate loses 373.3 potency generation just due to the timing over which SAM has no control beyond choice of GCD tier... and maybe, maybe, a desync from late Higan refresh to avoid a Hagakure. That's the kind of thing I'd like to avoid from Soulsow gaining generation over (up)time.
____________
[Tangent] As for Harvest Moon becoming an oGCD... if it really helps along gauge sync that much, I wouldn't mind it, but I kinda like it being decently chunky in itself and offering at least that one GCD of ranged attack without loss, as per its being a GCD, and given that making it oGCD only hastens our loop by 1 GCD, that seems a very limited 'solution' to the issues it'd be meant to address.
I'd rather attention went elsewhere in the class, such as potentially removing the 2 'of death' abilities because they're just boring pseudo-dots that is more annoying than interesting.
I don't find either of those abilities particularly interesting, but I do think the job would be at least faintly worse without them.
That said, I wouldn't mind...- Consolidating Shadow and Whorl into a single form (e.g., of 300p to primary target and 100p to those nearby). Checking whether we can count to three is not a mechanic worth doubling a skill type's button costs over.
(For a very similar reason, I wouldn't care for a separate single-target Communio-equivalent. It offers so little "complexity" that it just feels like a bad joke.)
- Granting that combined skill a bit more range (e.g., 10 yalms max to target, current radius thereafter, or a 8y cone or a 10-yalms long and few-yalms wide linear AoE, etc.).
- And maybe moving the gauge generation on kill to a passive, as Shadow/Whorl providing 10 gauge on kill encourages excess duration and makes use of Shadow/Whorl so greatly a default that it's hardly worth thinking about (it's always a DPS gain by 4+ GCDs) outside of overpopulated AoE FATEs, and it can feel a tiny bit "clunky" to use on a mob that will only live those 4 GCDs anyways.
Instead, just have Shadow/Whorl's potency increase each time RPR's combo skills do (via Death Scythe Mastery I and II)... and perhaps even have the remaining duration and/or your overkill damage spread on kill when you land the finishing blow. That'd be plenty to keep it feeling worthwhile and interesting while feeling a bit less often chore-ish-ly obligatory against mobs with extremely low TTK.