More complicated? Yes. Generally complicated? No. Needlessly? Debatable.
By convention, the more factors you have to consider before making a decision/action, the more complicated something is. In my opinion, gameplay so far is quite barebones and can be aggregated as following: (1) Avoid stuff (2) Hit stuff. As long as you do those two, no obstacle will be unsurmountable (except jump puzzles but that's not the discussion here)
That's where dps checks come into play. By having timed trials, Gigantix enemies etc., the developers ask that simply avoiding enemy attacks and hitting them with any of our own should not be enough; we also have to make strategic use of our arsenal to achieve victory within the allocated time frame. This is why we have metas emerge, and why we can't simply run solo with a 1-star Sword holding just left-click down and expect to beat a Gigantix.
Giving abilities that specialize in specific scenarios can bring out new metas, which also mean that the gameplay will not go stale as quickly. This helps in game longevity. At the same time, new metas do not mean that non-minmaxers will be unable to complete harder content; as long as someone desires it, they can still just autoattack with a sword and defeat enemies and earn loot and progress their character. Or they can switch to another weapon or PA and spam that instead, whatever they enjoy. The only thing that changes is how much time a player may spend for a specific obstacle.
TL
R: New abilities and mechanics should allow to tackle content differently than before, without making it harder for existing gameplays to achieve their results.
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