I'm sure I can find or make videos easily, but I'm not sure that would help you understand it, since I've already outlined all the important parts specifically.
I'm a much more visual learner than a reading one (is that a type? I forget). But I don't want to make you make such videos just to explain a point.
The key to what makes the gauge meaningful is that the RATE of gauge build is part of the game. For Procs and Hotbar style skills, those happen 'on demand', right?
Maybe my mmo vocabulary is wrong here? To me procs are a random occurrence whose chance you might increase through some means (just as your example of buffing accuracy). Maybe I'm mistaking procs for triggers? I dunno.
Support players 'help synchronize and control the gauge' of DD players, selectively. I don't perceive that procs are going to be like that unless this game involves way too much CC for my liking. As for the mechanical simplicity thing, I'm probably the one here not understanding. What do you perceive as the 'planning' aspect of it? I'm asking relative to your L2 experience now, mostly, since that's where we started.
Here's a super basic example of what I had in mind. Vid starts properly at 0:30 and at 0:46 you can see a 15sec buff pop up.
https://www.youtube.com/watch?v=k-0320xPqvQ
That buff is a huge boost to atk/critD/critR and has a long cd. It's now shown in the video itself cause the pov is not of the main attacker, but when my guilds did this "trick" we'd only cast that buff when the main attacker got a trigger from this buff (iirc it's 30 or 40% critD)
That trigger was usually achieved by someone hitting the main attacker (cause the boss was agroed onto a tank).
The better and deeper version of this mechanic would be proc buffs with stages and different requirements or triggers.
Daggers could require several crits to the back of the target, but would also drastically increase generated agro (or trigger that invisible mob Gauge that could just make the mob do one hit against the dagger wielder) and decrease crit rate. And, say, at stage one of the proc buff some archetype could have an ability that targets the dagger wielder and makes him do a powerful undodgeable strike. Or alternatively another ability could be used on the boss to increase crit rate of dagger attacks. Any casual parties that had a dagger wielder could just use that powerful attack ability w/o endangering the wielder itself, while more coordinated parties would push for higher stages because they knew they could control the agro correctly (or counteract the gauge somehow).
The planning would mainly come from knowing all of your synergistic abilities and knowing your opponent. Maybe the boss has some huge strike ability that only triggers when he changes agro, so you'd either have to protect your dagger wielder with some shield ability once he procs stage one or you just agree to immediately use the attack ability on him, in case you just needed a dps check.
At stage two of the proc buff the first same ability from the same archetype could completely remove dagger's generated agro (or put a detargeting buff on him for some seconds). While the second same ability could increase atk speed (each hit still generating a ton of agro or mob's gauge).
And stage three could be a "cloud the target's mind, remove its targeting for few secs and clean its agro completely" and "do huge dmg and transfer your critR and atkS buffs to your partymates, but also agro (retarget) all enemies in a range to you for several seconds" respectively.
All of that is just a super rudimentary example of just one proc from one weapon type reacting with just one archetype. I'd imagine Intrepid could design/balance it much better. But it's just what I had in mind. Any pug could still make use of such a trigger for small reward, but any more skillful group could risk that player dying but would get a much bigger reward for doing so.
And all those stages could still be used in pvp, while potentially being countered through incoming critR decrease buffs (a bit like the one from the picture, but maybe way more temporary) or through direct debuffs to atk spd or accuracy or critR of the dagger wielder, or by obviously just turning towards the attacker cause the proc only works against the back.
All of this seems like a "thing that requires proper party coordination", while also just being "look at a buff and react accordingly". Am I wrong in that assumption?