Quote Originally Posted by HikariKurosawa View Post
You'll throw a little fit, adapt, and realize that the devs actually know what they are doing and it is better this way.
Frankly, in this case I don't think they do, and I have plenty of examples for that. As I stated in the initial post, my biggest concern is how the job feels with this change from levels 70-90. Which is to say, it feels AWFUL in any pre-level 100 content now. Forget feeling busy, if you single-weave your OGCDs at level 70 you run out of buttons to press in your burst less than halfway through your bugg timers. If you do double weave it happens sooner, and even at level 90 you can spend nearly half of your "burst window" just doing your basic rotation because the devs have taken away the ability to do anything else. And this isn't the first time they've implemented a job change in a way that leaves a job feeling miserable at an earlier level. Viper's changes have that job feeling empty until you hit level 90. Reaper was implemented in a way that felt not fun until level 80 and has received no change to that. A ton of the tanks and healers are notably missing key tools at these levels, and the devs have shown no interest in addressing any of that. With all that said, I wanted to also address some of the other comments you've made.

"content gets harder every expansion and on top of that they add more complexity to the rotations"

This literally doesn't happen. This Savage tier was one of the easiest in a very long time, and jobs always get some amount of pruning (as did DRG going into DT) to ensure that to the devs' standard the jobs remain at a similar level of complexity from expansion to expansion.

"I think the real minority is people who want this game to feel like a job." "...the jobs should just feel good to play without needing to make them require a PHD to execute the rotation consistently."

If needing to press buttons faster for 20 seconds every two minutes "feels like a job" or "requires a PhD" in your eyes that really does seem more like a problem with you, plus there are plenty of jobs that do not have that playstyle that you can try. DRG is the job that has this identity, and clearly it is an identity that its players very much enjoy.

"There are very few people who enjoy the experience of "just getting by" with "non-optimal" play."

Pictured above: a person who has never done an expert roulette in their entire life lmao

"most people don't want rotations designed the way the people who primarily post on the forums do."

I think you missed the sheer number of replies to this thread that start with "I don't normally post on the forums" or even "I made a forum account specifically to express my concerns about this." People are coming from other places to make their voices heard, because the forums are the one place the devs actually look at feedback.