I've said that the new rotation will not be harder than filling in with ID and adapting your rotation with True Strike.
I don't think it will be easier either. It's just a different type of challenge.
I've also used the ID rotation extensively and situationally.
That's the thing though, it's only situational because of the TP inefficiency while also not having too many disconnects. Those usually don't go together.
So the new rotation is going to remove a situational difficulty while also raising the base complexity of the class which results in a net increase of challenge overall.
ID always felt like an artificial increase anyway. I've never felt it had any place in our rotation.
I use it because it's better.
It was something you add in every time you had to refresh your dot to maximize damage during the duration of your buffs, stretching out their time for maximum benefit.
Basically the rotation changed dynamically every time simply by using an extra ability.
That's it. That's the mathematical maximum potential of the class. How is this rocket science?
The fact that you can't use this on many encounters and only on one phase of the most important encounter (Twintania) means that it really didn't add to the overall complexity of the class.
Also, once you've got a good internal timer by properly monitoring of your dots then it actually ends up not being that dynamic because it's fairly predictable well in advance.
The new movement requirement on Demolish isn't going to be that hard.
However, it's about the same in terms of how it changes the rotation.
You will have to get that position every third cycle. Which means it will be in a different set of moves every time (BS/TS, DK/ TrS).
This isn't rocket science either, but it changes your rotation in a similarly predictable yet asymmetrical pattern. And it does it all the time.
Not to mention True Strike's position bonus is now much more important.
I agree that it will still be a little easier than including ID and taking out TS but now you have to put that effort in every fight and every phase, rather than on certain bosses during certain phases.
I think the only reason ID felt like a more complex rotation was that it was the closest thing we have to something like an "advanced build".
Now that everyone will use the same rotation and the maximum potential of the class is actually in the base rotation, you don't get to feel like you are going above and beyond.
That kind of sentiment is not an objective comparison of the challenge of pre 2.1 and post 2.1 rotations overall (for non-"lazy" monks). Also, I think this way suits monks as a steady sustained damage dealer.
I will admit though that challenge can be subjective. You can't really fall back on that when you're talking like an elitest though.
Flank only monks are going to have a hard time adjusting.
People who maximize the monks skills will still have an net increase in overall effort.
However, that is a base guideline and it can vary person to person.
See? You can include subjectivity without calling anyone lazy/new if they don't think like you.
Because it's not subjective if there's a clear hierarchy.
NOTE: None of that justifies the amount of reward we get for all of this though. As I said before, we'll be OP as hell. I don't think the challenge equates to being so superior to the other classes.