Neonchameleon
Legend
Yes, and the E-classes do next to nothing to stop it. All that changed was a shift from 'powers' to 'stances' and 'tricks' that simulate powers but use extra actions to make use of. IOW, E-classes are significantly MORE complex to actually play than the base 4e classes are.
Except that your armchair theorising has nothing to do with how it works in actual play. Analysis paralysis is caused by too many options at each given decision point. And made worse by having no default option. Stances and defender auras are fire and forget; your Defender Aura is either on or off. I've yet to see a stance-based class played without a default stance. Which means they don't need to think about it - just remain in it. The extra actions are only used when they spot an opportunity.
Uh, huh. Thats the same process that 4e classes go thru. Sorry, theres no improvement here. You want a simple, easy to use FTR? You pick the simple, easy to use powers.
You mean the almost indistinguishable ones? Because they make analysis paralysis so much better!
You dont bring in the "Use a minor action to change your stance, use a standard to attack, check back to see what your stance does, oh yeah, make sure you activate your defender aura".
No you don't. Your defender aura is almost always running. It's not something you activate except at the start of a fight. You then have one default stance (IME either Poised Assault (+1 to hit), Battle Guardian (+ damage), or Defend the Line (Slow - which combines with World Serpent's Grasp)). The question is "Is there a good reason not to stay in my default stance?" Sometimes there is - Cleave (or whatever the real name is) for minion-clearing and Hammer Hands for pushes have definite places. But the question "Should I stay in my default stance?" is much less likely to provoke analysis paralysis than "Which option should I use?"
Thats just oh so much simpler than choosing between Attack once with at-will or Attack twice with encounter, mark.
"Does my default stance work? Should I turn defender aura off?" vs "Which of these powers should I use? Should I mark?" Yes, it is simpler when you actually compare like with like.
But if that was a goal, they failed miserably. Theives are much more tactically intensive than Rogues.
Thieves who do not simply spam Tactical Trick are tactially intensive. Tactical and ambush trick are there to be the thief default powers. As normal you fail to understand the class. Acrobat's Trick and Unbalancing Trick (and the OA for escaping flanks) are gravy. If you aren't tactically minded you don't need to touch them. But although it isn't as screamingly obvious as the stance-based classes, Thieves have good defaults that you need a good reason to change.
It is obvious from what you have posted that you absolutely fail to get why and how the Essentials classes work.
I've seen this trotted out before, but who, seriously, has problem with "use these at-will powers, and these others are limited use, but better".
As far as I know there are few people who have a problem intellectually. But Analysis Paralysis, as I mentioned before, can be a real problem at the table. It's not "What's the difference?" but "What should I do? If I do that... or would that be better... that's better, but it uses my daily... what should I do?"
However, that also doesn't mean I have to game with them, and I have serious reservations about the wisdom of aiming towards that market for game sales.
I'm with The Little Raven here.