Quote Originally Posted by Mikey_R View Post
Since the only response I've had to my question on what actually would make a job complex is a sarcastic response, I think it is safe to say noone really knows what complexity is. The closest response I have got was in another topic, where the question I asked was slightly different. That question was on job difficulty and the only response I got was having multiple DoTs with different timings. Whilst this might seem 'difficult' at first, you will soon get used to when you refresh your DoTs based on instinct and also where you are in your rotation.

Which brings home the point. You cannot make something complex that stays complex once you master it. You can make a system where the resources you have form a web in how they interact, but there will still be one way that it seems to flow the best. Once you have this, after some practice, the underlying web becomes a non issue and intuition takes over. The complexity has now seemingly been taken out of the job.

This is why I ask, what actually counts as complexity, what makes a job complex and most importantly, why would your 'complexity' stay complex even after mastery?
You can’t really take the argument “once you get good everything is easy” because it’s a circular argument you can apply to the reverse as well

“What’s the point in complex encounters in which once you master them instinct takes over”

The sarcastic example of old SCH (I’m assuming that’s what you meant with multiple DOT’s on different timers) is more complex because there is more fail states and more moving parts, this can be applied to all content, not just savage

As to your wider question complexity is borne of moving parts, punishing fail states and forced adaptation to the design of the encounter