Quote Originally Posted by Carighan View Post
To me, mechanical complexity in dexterity need to the player is a kind of complexity that yields no depth in a static-rotation setup (which if we're being honest all combat jobs currently are). That is, I find it superfluous. If my rotation is static either way, all having to press 3 buttons every 2.5s instead of 1 button does is give me RSI faster. And RSI is not a good thing, so that setup isn't a good thing. Either way I mentally am zoned out since it requires no thought to follow this rotation - that's why the devs do it that way so we can all focus on the fight mechanics.

And hence to me, there's no "loss" in having 2 extra free oGCD weaving spots. Honestly they could make the money alternating combat sequence an autocast, and that'd actually be more interesting (since it plays on its own that keeps me at least marginally on my toes for positionals). But it'd be exactly as "complex" as the current one. And it's the same with the excessive weaving to me.
You are not entirely wrong here. On a different thought though - if a job offers no mechanical complexity in dexterity, and no mechanical complexity in interacting parts, then the sensation of pushing your buttons right gets less rewarding. As you say by yourself, most of the combat sequence can be pretty much put on autocast at this point, many rotation are incredibly static. For some people here in this thread, being able to be dexterous enough to hit all those oGCDs in the right timeframe was something to be happy about.
(That being said, I can't see how only having to look at positionals and not caring if the next button you press is the right one is somehow more interesting than doing both, but hey, if that is how you feel, that is how you feel )

However, others in this thread brought up another issue which plays into this entire discussion:
the experience of playing a job with an unfinished skillset.

At level 100, you may not feel the removal of 2 Nastronds that much gameplay wise, but the further you go down in the level ladder, the less tools you have available. Square has severly neglected the feel of classes outside of max level for years now, and it gets worse with each expansion. Perhaps the level sync system may need a revamp, but thats for an entirely different thread I'd say.