It's a very, very common complaint.
As someone very salty about how DRG got butchered this expansion I agree that the devs could do much better in regard to which feedback they're listening to and how they go about implementing it.It still ultimately falls to the devs to determine whether a complaint is actually valid and worth or a few people being salty that they can't get their 99s.
And even when a complaint is actually valid, they tend to shoot so far past the goal almost every time that it becomes frustrating.
Instead of fixing the tiny issue within a role or a job's kit they just throw the entire thing into the trash.
For me it's in particular the final part.
Because on the general idea "Yo just weaving 240 things every 2 minutes is bad design" I could not agree more. Not only because if I rote-press 3 buttons in 2.5s instead of 1, all that does is cause me carpal tunnel faster. There's no gameplay there, we're not Starcraft pro gamers, our APM is not rated by the game's commentators in the form of two Lalas after each dungeon run. There's no mental effort behind pulling the same utterly static sequence of oGCD weaves every burst window, beyond seeing some flashy animations cut off halfway in for other flashy animations that'll usually get cut off.
I'd prefer an actual fix to the issue though. A non-trivial, non-static, somewhat brain-requiring main rotation that however lives mostly if not entirely in GCD space, where oGCDs are for non-damage or self-buff elements, not actual attacks. Move all the flashy animations to those GCDs, in particular the ones with long CDs. This way they can "breathe" and actually show their animations, too. But most importantly, remove the entirely automated nature of the rotation with it's excessive oGCD weaving adding nothing to it.
If you're suggesting DRG should be designed this way I'd have to give a resounding no thank you, that sounds awful. If you want a new job designed this way then sure whatever.For me it's in particular the final part.
Because on the general idea "Yo just weaving 240 things every 2 minutes is bad design" I could not agree more. Not only because if I rote-press 3 buttons in 2.5s instead of 1, all that does is cause me carpal tunnel faster. There's no gameplay there, we're not Starcraft pro gamers, our APM is not rated by the game's commentators in the form of two Lalas after each dungeon run. There's no mental effort behind pulling the same utterly static sequence of oGCD weaves every burst window, beyond seeing some flashy animations cut off halfway in for other flashy animations that'll usually get cut off.
I'd prefer an actual fix to the issue though. A non-trivial, non-static, somewhat brain-requiring main rotation that however lives mostly if not entirely in GCD space, where oGCDs are for non-damage or self-buff elements, not actual attacks. Move all the flashy animations to those GCDs, in particular the ones with long CDs. This way they can "breathe" and actually show their animations, too. But most importantly, remove the entirely automated nature of the rotation with it's excessive oGCD weaving adding nothing to it.
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