Lucid Dreaming is a nice way to restore MP during those times your healer has been going full-damage-mode during a personal duty.
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Except, again, what's its actual gameplay? An auto-clicker does the job just as well as an "optimized" use of the skill. It could just... not exist, with an additional 350 "Refresh potency" generated per minute instead, and there would be no difference. It's just bloat.
Forgoing nitpicks into those particular examples... Agreed. MP, TP and their relevant abilities don't have to be just bloat. And I'd rather use both TP and MP than merely scrap those mechanics. But using them required that those mechanics amount to more than just a button you (auto)click every minute.
In that case:
Apples: Gear can be useful for any of various jobs you may or may not have leveled or even intend to level.
Donuts: Right-click on your portrait -> Loot Specialization -> (Select which job [in WoW's case, spec] you want to gear.)
But you want to convince me that the latter loot model is somehow less friendly or more wasteful?
Similarly...
XIV: You can put all your jobs on one character, but doing so will sacrifice your ability to gear any more than a single armor class or weapon type via weekly rewards.
WoW: Gearing one job does not prevent you from gearing another, since, as different characters, they do not share loot caps. MSQ optional after the first character to complete it. Far faster leveling in general, atop a smoother ability acquisition curve. Significant alt catch-up mechanics, including for endgame progression.
Server tick and animation lock
This sounds awful.
Do the three modes use 2 buttons for the purpose of shuffling your buttons around? Is it designed annoyance you'll get used to or is it there just to reduce the number of buttons?
The charge mechanic cannot happen because this is a tab-target game. You press button, something happens. But assuming it would, how would this fit into the GCD system? Does this extend/delay your next GCD while charging? Do you have to time the release of your charge mid-GCD? It sounds like multiple versions of Kaiten in disguise. It sounds like a gimmick whose only purpose is to reduce the number of buttons.
You can currently reset your combo at any time. You can achieve the same thing with the current buttons by simply adding synergistic effects.
You've condensed the lack of choice into an illusion of choice and hid it behind unnecessary complexity just to compress it all into fewer buttons. No matter how you package this, it will be theorycrafted into an optimal rotation and, in the end, you've achieved nothing but fewer buttons.
We need an actual glamour catalog system. Not another storage box.
They use two buttons because there's no reason to have a third. If you're already in a given mode, why would you need a button for it? That's the equivalent of having a button to "stand still" when there's no force acting on your character anyways.
Depends. Do you like having a button for "Accelerate", "decelerate", AND "keep going at the same speed you're already doing"? If so, it might be a bit annoying to you, but that doesn't make annoyance a design intent. The example merely uses as many buttons as are needed.Quote:
Is it designed annoyance you'll get used to or is it there just to reduce the number of buttons?
Charge mechanics exist in other tab-target games, you realize?Quote:
The charge mechanic cannot happen because this is a tab-target game.
Yes. In this case, charging happens. Stance-swap happens on button release. If you don't want the charge before that given swap, you merely tap the key rather than holding. The .05 seconds of charge in the interim is inconsequential. If this seems overcomplicated, then beware of learning how XIV's current systems actually work.Quote:
You press button, something happens.
You can also technically spam True Thrust or refuse to use oGCDs. That doesn't make it viable.Quote:
You can currently reset your combo at any time.
Let's consider: Which exactly is the illusion?Quote:
You've condensed the lack of choice into an illusion of choice and hid it behind unnecessary complexity just to compress it all into fewer buttons.
You currently have 9 buttons which convey 1 choice per 10 GCDs. As it is not viable to reset a combo, you have no choices therebetween once the combo has started.
The above illustration has 2 choices permitted in every GCD, and consumes 2 buttons to permit them. Is that somehow hiding the number of choices you have?
If I have 2 buttons by which to manage 2 decisions, does that involve more "unnecessary complexity" than using 9 buttons to actuate 1 decision?
Putting aside your reductionism by which any amount of otherwise enjoyable complexity can only ever be reduced to zero, why would requiring fewer buttons to do even same job (not the case here, but let's follow your pretext) be a bad thing?Quote:
No matter how you package this, it will be theorycrafted into an optimal rotation and, in the end, you've achieved nothing but fewer buttons.
Regardless, you seem to be under a misconception.
The point is not necessarily to reduce button count, but merely to give each button a damn good reason for being there. With 8 buttons for each job I can manage depth equal to or greater than what is currently in game. Personally, I like about 16 regularly used buttons, and tend towards multiple of 4, and powers of 4, specifically (because that greatly helps controller support). But that would mean tremendously greater actual depth for XIV's combat. I'd look forward to that, but that may be excessive for many who'd, say, rather point at their bloated bars and, whilst retaining more casual play, claim mental superiority over games that use half that number but to far greater nuance.
Bots are what's plaguing this game