Because "Play Pattern" is about math and that monster's health bar is math.
And when people look for an efficient rotation, they sacrifice class identity by choosing things outside their class and/or character concept.
Then they complain they don't have class identity.
If "Class Identity" were merely cosmetic, I think the devs would have an easier time achieving their goal of getting both in the game.
That is, have a bunch of skills in many skill lines that do EXACTLY THE SAME THING mathematically -- numbers, animation time, EVERYTHING. They just look different cosmetically -- different animation, themed to whatever skill line it falls under.
But then people complain of homogenization of skills.
What you get with the current system is elitism -- people who can parse a bigger number look down on people who are trying to have a fun character concept.
If they made Class Identity purely cosmetic, you'd still have elitist jerks (you always have those) but a broader toolkit to BOTH be effective AND feel cool playing your character.
Edited by Dusk_Coven on September 26, 2019 7:33PM