Quote Originally Posted by Mikey_R View Post
Can you define job complexity? What would make a job complex? Does complexity not disappear once you have a certain level of mastery in that job?
Obviously there's a 'puzzle' aspect about jobs. You need to figure out mechanics, which are superficially complex even nowadays. Most jobs seems unintuitive because the game does a really bad job with its tooltips, but with a few days of practice one might get it. Beyond that is what we don't have, which is engagement as job complexity.

Mechanics who won't allow us to run on 'auto-piilot' like non-rotational procs that would feel like 'bonus' if properly used, or finding good moments to use your resources based on certain conditions - which we defnitely don't have with the 2min meta nor the encounter design gives us many of those opportunities (eg. priority adds that need down ASAP), dot management with dots that interact with other parts of the kit, proper pet mechanics of micro-managing, niche actions that would assign sub-roles to some people (eg. someone that isn't a tank who can kite an add from point a to point b).

Anyway, job complexity isn't really a thing on its own. The encounter also need to accomodate it, and currently XIV's encounter design is extremely cemented to have that. I'm hopeful that since they claimed they'll be making encounters more unique, in DT, that will pave the way for a more interesting job design in 8.0, which based on what they said, I suspect it's the plan.

Of course, I'm not holding my breath for anything - I only believe when I see it.