How is it not changing anything about fight interaction since it literally informs how much healing and bursts of healing the tank requires, either from the tank themselves or the healers? We're not talking about big mechanics, we're talking about filler damage outcome, something ARR fights used to do pretty well.
I mean we can agree to disagree on whether we like this or not, but the proof of concept is already there, both with copious amounts of constant autos AND rng crit autos, which bring variations to prevent boredom and adding some skill requirements (I shouldn't have to explain why).
So by your logic any rng proc in the game isn't indicative of skillful play? What kind of nonsense is this?
Repertoire procs? Anything similar isnt skillful play? I'd argue it's a lot more skillful than just regurgitating a memorized scripted unchanging series of buttons, but I'd also aknowledge that what's left of rng in the game currently is really scrapping the bottom of the barrel as well.
Still, adding buttons to watch for and use when they proc, or keep for specific uses (for instance in the case of HW DRK it wasn't exactly the most interesting since it was tied to Low Blow resetting, I'd have loved if it had been on Dark Passenger instead since it consumed MP, but on the other hand low blow resetting was also useful in trashpacks). One can add many variables behind it and make it "skillful" enough to use, or just keep it as a proc you play whack a mole with when it procs much like all procs in the game currently work unfortunately.
You say it is bad, and yet proceed to tell me it was good during trash pulls, so what will it be then?
And that's exactly my point, having varied mitigation with different purposes is a good thing in my book. Whether raid design wants to make use of this or not is another story, but it doesn't make it bad by essence, and only would make it bad if it doesn't make use of it. Dungeons for instance, made use of it a lot and in fact trash packs are where most mitigation has always been important.
Again, you jumped over it eagerly thinking "this is bad" because the only thing you seem capable of those days is to think in terms of current raid design where it's all about a single buster every 30s at most that becomes a % mitigation check. I'm not talking about scripted mechanics, i'm talking about what is currently missing in the game: white noise, aka autos, crits, etc. Or just trash/add phases...
I don't know about that actually. Again, I think every kind of mitigation has purpose, and if you try to apply bullwark to a single nuke buster, then yes, it's not going to be great, same as applying dark mind to trash packs all hitting in physical damage. Are you one of those that constantly trash dark mind because of this? When in reality it's an incredible tool in most raids specifically for magical busters?
You continue on Dark Dance saying it wasn't used for mit plans, but what kind of strawman is this? Who even brought up mit plans? That's your problem again, you cannot think outside of modern design and scripted encounters. You're trying to apply squares to round holes. Square holes already exist, my fundamental issue is that the round holes have been removed, yet they worked, and I'd like them back.
Agree to disagree. I think your argument makes zero sense because we have had content making use of that and it worked fine.
Again filler content and white noise doesn't have to be part of mit plans. It just requires people to adjust to random little events and express their skill with it.
I don't think I should have to explain how this isn't about removing mit plans again.