Yeah 25 sounds good. 30+ is silly and bloated. absolutely no reason to need 30 binds to play a class.
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frankly, I'd be happy with 16 which is the amount of a single crossbar on controller. and yes, anything adding a buff every 30/45/60 secs should be dropped in favour of a trait % lift. More skills need to proc without needing a second button (like impact on rdm), things like emnity control and interrupts don't need so many different skills all doing a slight variation of the same thing.
I am fine with a max of 32 skills, that's the amount I can easily reach with 2 cross hotbars. I use W cross hotbar for sprint, LB and macros, so stuff like that doesn't count for the 32 skills.
Anything over two hotbars, including sprint is too many in my opinion.
As people have said, most classes have a lot of redundant abilities and/or combos could easily be combined. I do understand the concerns people have that less buttons = less skill required but when it gets to 3 hotbars plus and you are playing on KB and Mouse you're also being tested on your organisational ability and reach (my son can comfortably reach 2-3 keys further across than I can, simply due to having larger hands).
Button-bloat makes prolonged combat hard on the hands (the resulting strain being one of the main reasons many people dislike grinding in Eureka). The pruning at the end of HW felt just right to me, but now we are right back where we started.
Anything more than about 8-10 core skills + some other (10-15) utility is really starting to push it.
2 hotbars, including a few defensives, utility and sprint is just right tbh.
There's a bit of artificial difficulty in ff14 rotations, where we get redundant weak off-gcd's, extra dots or debuffs, small 10 sec cd's with 5% impact or extra stages in combos that aren't really necessary just to pad things out. I imagine the idea is to create a situation where maintaining a DoT, 3 buffs/debuffs, watching all your cd's, position and avoiding every mechanic creates a sensory overload that feels like difficulty until you gain enough muscle memory to mitigate that overload. Too much however just takes away from enjoying the fight itself and being able to put full attention into the mechanics.
FF14's not in a bad spot right now tbh. It certainly doesn't need dumbing down and I'd never want them to go the path WoW did which is hilariously over-simplified now, but it could do with some light trimming of the unnecessary stuff.
I would say that roughly three hotbars full of skills is good, but that's just me. I still like to have room for general things like a cpose button, limit breaks and mounts etc where I share a bar between jobs. More than that and the screen gets cluttered and things feel convoluted.
16-24 is ideal to me, including situational and universals (Potion, Sprint, LB, Duty Action).
But, that's still assuming that we're aiming for at least the depth than we have now. Now, it's not at all hard to take our current button count and fit all their decisions, playflow, and the like into that reduced button count with more intuitive deployment, and without losing a single option outside of Monk's gameplay (which could easily be revised to see an increase in control, rather than its core control element being removed or remaining so as per the pruning leading into Heavensward), but... this is XIV we're talking about.
25 to 30 I think. Means if done right with the level cap at 80 we'd get a new skill roughly every 3rd level.
I wouldn't be too bothered if it's lower or maybe even a tad higher, mostly I'd like all jobs to have the same amount of buttons.
My Paladin actions fill out all my bars, means it looks like I forgot to equip half my skills when I swap to White Mage.
I cannot speak for PC. But as a PS4 player I currently use 48 with just 3 hot bars . For me personally you could add 1 more hotbar to add 16 more skills as a few of my 48 slots are used by emotes and mounts.
As long as they dont go over 60 its fine with me. I think if they went the pvp route with combos it could open up more slots.