Rotations are already super simple for most classes, like every class except maybe demo lock or arcane mage, or some outliers it’s all basically 1x Single target builder + 1x Single target spender + 1x AoE builder + 1x AoE Spender + 3 min dps cd + 2 min defensive cd + some variation of sprint or burst of speed
Classes are already simple, sure, some spin 2-4 plates that you have to keep track of, this is not something you need an addon for, you build the muscle memory over time playing your class, most monks don’t need a big flashing warning sign saying “ALERT DO NOT PRESS TIGER PALM OR HIT COMBO WILL BE LOST!!!”, because they have the muscle memory of their rotation down
Nothing “needs” to be made more simple, cut bloated abilities that don’t do anything, but don’t simplify as an axiom
The main problem is the 4 billion passives added since mid/late SL.
The rotations aren’t instinctive or logical.
In DK UH, for example, for single-target:
I have to do: Abominable Limb (AOE), DND (AOE) Festering Strike, ABO - Dark Transformation - 3 Vampiric Strike (and Death Veil if proc), and then Unholy Assault.
I also have to ignore Festering Wounds when I’m under Dark Transformation.
The cycle is very simple, it’s just not logical because DK UH doesn’t normally work like that, and without research, it’s impossible to know that.
(The basic logic cycle would normally be to first unholy assault, then veil portel, and then unholy/vampire strike to destroy the festering wounds on the target. Logical and simple. same for aoe the abominable members would be there only to repack the mobs (and not do damage) and the dnd there for aoe, because it is supposed to be an aoe spell and not single target)
unfortunately the 50 trillion liabilities make the gameplay illogical, complex and not even fun
Automating rotations—even with penalties—risks shifting the skill curve in ways that weren’t intended. The better approach is to simplify class rotations directly.
I still remember the design philosophy from the WoW days: “Easy to learn, difficult to master.”
Features like this feel like a step toward Raid Finder—a decision many former WoW developers have admitted they regret.
Problem isn’t the amount of buttons .ffxiv has almost same or in some cases more buttons then wow classes but it is available on all major platforms .
That game was made from beginning with consoles and PC in mind while wow isn’t.
Unless there is wow2 which seems highly unlikely then don’t get your hopes too high for multiplatform .
Also layoffs have hit the developer team badly .it shows in overall gameplay bugs and game stability .
My 2 cents says the housing being introduced will also introduce bad bugs and other issues .
Apex legends although being completely different genre is directly competing with wow in terms of bugs and other issues
Tbh I think unholy is the exeption to the rule. Unholy is one of the truly button bloated specs (and that’s one of the things why needs rework).
Probably there’s like four (max) DPS specs that have a whole lot of buttons out of 20(?).
No, I took one example among many others. In rogue sub, for example, you have to do 20 seconds of setup before pulling a boss raid
I’m just saying that the abundance of passives makes the game unnecessarily complex.
I’d say the same for the skill tree. Sorry, but I much prefer the skill design from mop to sl.
Simple/logical