Fair enough for fang and claw / wheeling. I expected that kind of reply, and it didn't disappoint. Guess you can keep your uninteresting combos on melees...

Quote Originally Posted by LilimoLimomo View Post
For example, does randomizing whether I should press 1-2-3-4-5 versus 1-2-3-5-4 actually result in a more enjoyable play experience?
That's a false shortcut to diminish proc systems on the base combo like this I feel. Your rng pattern will never be 1-2-3-5-4, the whole point is that it changes and isn't deterministic. And rng proc combos are literally the base level of rng design, there is a lot more one can do with it, and if the point of the OP seemed to be about making everything being a proc combo, then I apologize because that was definitely not the intent.

Quote Originally Posted by LilimoLimomo View Post
Personally, I hold up Thunder procs as one of the best uses of RNG, but I think it's so important to understand the context it exists in, because that's the reason it works so well! BLM is constantly juggling multiple timers to keep their plates spinning, and to do this they need to make sure they cast certain spells within certain windows. Cast too late and your plate falls on the floor, cast too early and you're losing some of your potential damage output. Because of this, BLM needs to actually consider and react to enemy behavior when determining what they will cast and when, because their cast times means they can't just change tactics on a dime without making sacrifices.
Yeah in theory, until the past couple of expansions where the job is literally spamming sharpcast to make it matter very little those days. I do agree that it's cool though, and that's why I still listed it.

Quote Originally Posted by LilimoLimomo View Post
I initially started writing this to hold up how Thunder does RNG right, and how that implementation probably has something good to learn that we could apply to other classes when using RNG. But in writing this, I think I've come to a different conclusion. Because RNG in and of itself doesn't make Thunder fun; rather, it's the potential for failure that makes RNG fun. If BLM couldn't drop those plates, then Thunder would just be a spell that periodically inserted itself into your rotation...and that's not very compelling. But since BLM can drop their plates, Thunder allows them to take a risk that will give them more damage if they succeed...with the potential outcome that the BLM bites off more than they can chew and all those plates come tumbling down.

So my updated response is this: we shouldn't be adding RNG to classes, we should be adding opportunities for failure into rotations in the form of risk/reward mechanics. Maybe those will have RNG, but maybe they won't. I'd hazard there are a lot of different ways to do that.
The slow removal of failure in most of the battlesystem is definitely a problem. If you think that failing a proc combo is not failure, then what is it? Juggling rng procs is also a form of skill check. And if said procs can be used for different purposes, then even better (it can be mobility like Thundercloud, and it can be other things like fitting them into specific sequences, getting as many possible up for a burst, etc).

Quote Originally Posted by Saraide View Post
Stuff like redmage's procs make me feel absolutely nothing. Dancer becomes a lot less fun if you dont get feathers left and right.
Red Mage procs are utterly boring and superficial, unlike old mch procs they take from.