Quote Originally Posted by Carighan View Post
Again, it's the exact same thing gameplay wise. You list the consideration that goes into building the static rotation, but once you did this, you internalize the button sequence and you're done. And that's the thing, nothing has changed. Before you had a braindead static approach to how you play, now you have a braindead static approach to how you play, the core flaw in a gameplay system (as a whole) where all but 1 jobs are based on static rotations while those rotations have no interactive or reactionary components to at least have branching paths or so, and all fights you engage with are built around these static rotations to engage with them.
I see a lot of this argument "braindead job is still braindead, nothing changed" but the fundamental flaw in this logic is that there was a point of failure that existed and punished sub-optimal play that no longer exists. It doesn't matter that the end result would be similar (I disagree that it is, but let's follow your argument here) in how you approach the rotation, you could drop drop your noxious gnash before and be punished for it with lower damage, now you cannot. The skill floor for executing the rotation has gone up an extra couple of notches from the handful of notches below the skill ceiling where it was.