While yes, it would not be much, it's still something to pay a bit of attention. It's not a lot, but it's still better than just pushing the glowy button every 60s.
Note that I didn't put a recast timer on Goring Blade, meaning you would have to check the dot duration and not wait for the button to lit up like a christmas tree.
Also, with this kind of reasoning, you end up going all the way to simplify everything.
In a vacum, almost any button is not complicated to push and no mecanics is complex, at all. It's the fact that you add them together that create an harmony, a rotation and, in the end, the complexity you mentionned.
My idea is not to make PLD complex, this would require a total rework and a change in the job design philosophy of SE. Still I still try to make it a bit more involved, and yes, having a DoT to manage on top of the rest of the rotation is still a tiny bit of complexity back. Not much, I agree. But still something more to care and something you can optimize with phases change and multiple targets.
I would love to see job design changes. I've played since Heavensward, and I do think that overall Stormblood had the best balancing of involving rotations without too much punishment. HW was too punishing, even if it made the job design really varied and in depht, and since ShB, job design has become less and less punishing over time to the point that you don't really have friction points anymore nowadays (and those that remains are usually ironed out), which are necessary to create a fulfilling sentiment when you push the skill ceiling - which is too low as of now imo.
I'm not holding too much breath for that, and while I have some hopes for 8.0 to at least make jobs more unique, I do not think they will make them much more complex, if at all.
That last bit was a bit of a rant on a tengent topic, sorry for that.


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