
Originally Posted by
Shurrikhan
Compared to rotations in isolation, sure, as those are what you do against striking dummies. Compared to a fight that requires significant adjustments to both the overarching rotations (2-minute loop) and to or within smaller strings, though? Not necessarily; the mechanics, if the kits so permit, can easily create more rotational complexity and the kits in turn make the fight feel more fulfilling (but generally in a way that, unless tuning is extremely tight, also doesn't come with the lesser accessibility of forming that engagement from [body-check] mechanics).
Personally, I'm fine with there being content in which mechanics are 80+% of the gameplay. My issue is that there's no difficult content for which all else isn't (almost) wholly eclipsed by the simple ability to perform mechanics. Arguably, there is only even one genre we'd consider crafted "content" (rather than mere mob-grinds) outside of that. We have MobGrinds, TrivialHallwaySprints... and then TrialsV1, TrialsV2 (Normal Raids), TrialsV3 (Alliance Raids' Raid Bosses), and TrialsV4 (Savage Raids), and TrialsV5 (Ultimate).
The short of it is that rotations (be they overarching rotations, tactics, or fine adjustments) can only be as varied as content allows, but in the pursuit of making the content's own mechanics as clear as possible, content has increasingly failed to give rotations anything to vary or be varied by, which in turn makes a fight feel that much more similar between runs, between a job's place among different players/compositions and consequent strategies, and in playing the fight across different jobs.
When using the same rotation for every fight, yeah, rotations would quickly lose their novelty. But, lacking much interaction between kit and the given fight, the various skins of in, out, left, right, clocks, cardinals, etc. also lose their novelty that much more quickly, making fights increasingly feel same-y.
I don't know what the perfect solution here is. Doubtless, fights would take up some constraints in efforts to better leverage kits. But without that, fights and kits both take far less time to lose apparent depth and uniqueness.
That being said, those constraints are nowhere near what you seem to be imagining.