If a person has any lag pressing one button repeatedly is better then three.
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If a person has any lag pressing one button repeatedly is better then three.
You'll get it in 5.0 when the ability bloat problem returns again. I feel like having it in PVP is sort of a test run to see how it functions.
Hopefully never, there's not a need. If someone is unable to string together the combos and wishes for the game to be made easy to the point where it isn't engaging anymore, then they need to find another MMO. I can see it as an option for people, but as the main means of combat, this game would die quickly.
The current system isn't convoluted or bloated.
I mean if it's for the sake of simplicity why not turn everything into two buttons, one active attack with 1000 potency and one buff?
Our PvE is already pretty slow, this system would make more sense in a fast paced action game, not a game with a 2.5s gcd, there's no need to dumb down combat even more, the current combat has a good synergy with boss mechanics, with a proper reward/punishment for doing or not doing your job correctly.
Having the combos consolidated would open up a lot more room for other abilities and utilities that aren't part of a combo. Right now, combos are just a way to simulate the idea that we have a lot of buttons to press, there's no real substance there other than increasing bloat on our bars.
Consolidation of these things should really only be a factor of frustration. As in, it becomes too much of a frustrating burden to perform optimally because of something that is out of your control. Simply not liking to change how you want to play a little is not a good enough reason usually. Part of the interest behind playing these games comes from a "unique" form of play. It wouldn't add much fulfillment if it were something unnecessarily guaranteed. For example, where's the challenge/fun in playing melee if you don't have to be in melee distance to do things? Some difficulties are actually part of the attachment to playing the job you want. Of course, it's always on the devs call for those matters. They're human, so they could very well feel irritated from the smallest things they added lol.
I know it's not popular for many, but I personally would love to have the option to one-key combos that are strictly in-order. My key reach is fairly bad and as such I tend to avoid classes with multiple combos. Monk semi-worked for me since I could just macro a couple combos together (before you get your pitchforks out, I don't take it into group content), but as we know macros have that wonderful habit of skipping from timing.
The "skill" to move their hand over a centimeter or add a modifier key for each repetition of the same decision?
You have decision A, but it's supposed to take 3 hits to succeed, and each of those in manually timeable just in case there might be a reason to delay.
"So I hit the A button, right?"
"Right."
"But, now I have to do it again, so I hit A again, right?"
"No, now you hit Shift-A."
"So after the first, add Shift?"
"Actually, on the third, it's Control, and on the fourth it's Alt, but yeah, basically. You can't have 4 hits be the same bind, after all."
"Even though they're the same decision."
"Well, I mean, you could choose to waste the GCD on a 100-potency skill without its additional effects. So you could use them separately."
"But, would you?"
"Oh, god, no. Always use them together or not at all. The point is how it ends. Just consider it as taking multiple hits to get there."
"...Okay..."
I can see how the lack of the above modifications is a reduction of something, but I can't for the life of me see how that something would be "skill".
That implied utility is a pipe dream, for if they simplify the system they will not add more actions to supplement the simpler rotations as that would lead to player complaints that there are too many utilities and that those need to be pruned as well. It is a slippery slope, and after they finally decided to listen to general player complaints for 4.0 I think it is silly for people to even suggest such a foolish idea. Yet, here we are, people now want the system dumbed down to the point where learning anything is made null and void... No. Absolutely not.
Learn to buffer you actions, learn your cooldowns, learn how to double weave and get over it.
People need to stop suggesting it and learn to play their jobs like everyone else, this game isn't even remotely hard and dumbing it down for the convenience of those who are too lazy to learn to play is not a solution and will only add to the problem.
There is no reward from pressing a single button.
The quote you are replying to isn't talking about adding new abilities, the point is placing our current buffs in more easily accessible positions because those keys will no longer be necessary for skills that only work in sequence. The difference between pressing three buttons in the same order and pressing one button three times for the same sequence is so negligible as to be ridiculous.
This request is not coming from people who suck at content and are too bad to figure this stuff out. It's coming from people who realize that we don't need 3 buttons to do what one button can, we already are weaving our oGCD cooldowns between spells/weaponskills but just don't see a reason why we need to be using 25-30 hotkeys when it can easily be reduced 15-20.
If your measure of skill and engagement is how many different buttons you can press then maybe this is more your speed.
Good point, and admittedly monk is one of my least favorite jobs to play so I don't really have a good answer. And really I have no good answer for how this would benefit BLM, SMN, BRD or MCH either. Unless we could also make it work for oGCDs we want to fire off in a specific order to replace the really clunky macro system it might not benefit everyone. But seeing how it worked for DRG in the pvp demo I could see how it would translate into a decent set up for tanks as well. And since the bulk of the coding is clearly already there, adding it to the tool-set should people want to use it seems like an easy implementation.
It would not. Monks just do not use combos, they use stances so it just wouldn't be implemented for them as they are way more flexibles regarding the order of their skills.
For Dragoons though? There is absolutely no reason not to consolidate their two combos to two buttons, there is not even an illusion of choice there, you will ALWAYS hit them in the same order. And no, that has nothing to do with skill whatsoever.
Funny how people look obly from one side.
If they consolidate 1-2-3 (BB) and 1-4-5/6 into one button for 1-2-3, one for 1-4-5 and one for 1-4-6 you freed up 3 slots.
But that's not the end. Slots don't stay open, they get filled with other stuff. So in the end you might use 2-2-2 for Maim+SE and 3-3-3 for Maim+SP, but pressing 4, 5, 6 will still be a thing for other (new) skills (or complete combos) which will get added.
It even enables the developers to give you a full combo with one new 'ability' from a job quest.
In the end the overall buttons will stay the same, like with HW->SB. So with 5.0 they will remove/consolidate/replace something anyway.
So we're back in a full circle.
Whether you accept it or not, the skill gap comes from people who know how to do these extremely easy rotations and those who don't, and the skill gap is so big that someone who does know can deal twice as much damage as someone who doesn't.
Contrary to what Zigabar said, it doesn't raise the bottom, you're asking to remove the upper half of the skill bar and dumb everything to the lowest common denominator, press 1 over and over to win.
That's a gross oversimplification. You will still be weaving oGCD cooldowns inbetween weapon skill combos and moving for mechanics and positionals. The people who don't do this for whatever reason aren't going to suddenly be amazing. There will still be skill and nuance, it just won't require so many buttons.
No, your argument for consolidation could be perfectly used to buffs, why not consolidate all buffs to one button that keeps changing between damage up and resistance down? What's the point of having more than 1 weaponskill and 1 buff? There's no skill in hitting different buttons after all, so let's turn everything into spam 1 to win, anything more than 1 or 2 buttons is too convoluted and overcomplicated.
I don't think we'll start seeing any 'Spacebar Heroes' for a little while yet. At least another couple expansions. But we might start seeing it in the future to combat serious button bloat. Example you have six combos that all have three skills. Instead of taking up eighteen buttons, they'd just take up six and you'd rotate between them. Again, this is something we're a few xpacs away from though and only time will tell.
I'd rather prefer they didn't or at least not to the extent it seems to be leaning toward in PVP. If you're playing against others, aka you're not dealing with things that have set moves/mechanics that can be learned and accounted for so you can focus on your rotation, it makes sense to me that maybe you'd consider trying to lessen the amount of buttons needed to execute combos in order to let the player focus on hitting a thinking, moving target. But PVE? People learn fights. They learn when to dodge, when to turn around, when its best to burn cooldowns, etc. After that the only thing left is to perfect your rotation to try to do all of that, only better and faster. If I had to run roulette, farming the same dungeons for months at a time, knowing my combo's were going to be nothing but spamming one button between buffs and cooldowns, it seems like there would be very little motivation to work on improving and the usual grind would become unbearable.
The only argument I can see for it is to combat bloat and I think FFXIV is already doing a good job of taking that into consideration at an early stage. Hence the reason we are getting new moves but being told that in the end we will actually not be getting more buttons to press. That's a good move. I also hope they do things like consolidate new versions of moves (stone I,II,III automatically upgrading to the proper form based on your current sync) but trying to 'simplify' rotations to the extent some are suggesting may make jobs more 'accessible' but most players in standard level content are not going to be challenged by hitting a few buttons once they already know mechanics. A friend drug me back to WoW during the last expansion for a month or two after years of not playing and the thing the drove me off the fastest was how bare some of the classes felt. They lost all personality and playing one felt much like the other with different aesthetics thrown on. On a personal level, I wanted to sit around hitting three or four buttons, I'd buy a tamagachi.
Lets not kid ourselves people, its not the core action rotation that separates the casuals from the hardcores its buff management and encounter knowledge. Rotating combo buttons arent going to change that. In the end youll still have a GCD from one to the next and will habe to know not to blow you long CD buffs right before an invuln phase. Only thing it actually does is reduce the physical capacity required, which as a person who plays with a few female gamers, hand size itself can be a huge factor. Time to accept not everyone can hit 1 with their thumb and 0 with their pinky like for example I can. Also this concept isn't even remotely new, tho it did start more in PVP oriented games where you decision making required more speed. AOC, GW2, and B&S come to mind, hell in WoW we used to macro that functionality into our sets back in the Vanilla > WotLK eras (and if you ask me quality macro programming is a skill in and of itself).
And if a change like this makes room for more interesting mechanics, I'm all in. Personally I'd rather get more unique opponents than a harder time doing my thing.
If you really want some vast aresnal of skills to be feasible, start finding a way into neurology research fieldscand build an SAO style VR device, then the last remaining barrier can go poof for you.
Edit: I was a fan of the EQ style of ability creation, more long term choices and buffs and less constant maintenance on everything. You had variety here and there, but you also had those constant support functions available to you. Also I miss selling SoW to buy KEI...
Edit: and if you want to be super picky a person could manually lay out a 30 sec rotation or so with just assigning the same skill to multiple buttons, i.e. that uber skill rotation could actually be made into 1234567890poiuytrewqasdfghjklmnbvcxz and thats just pressing the next button in line going up and down the keyboard. And then all that skill would not change, they had to learn the rotations order over a duration of time/clicks and the do everything else with the joysticks/mouse.
I'm not really sure what issues some of you have with this suggestion. What skill does it take to push 1, then 2 and then 3?! Is that a skill in gaming?! It is the exact same as pushing one button once and again. The result is the exact same as well. All it will do is allow that skill that is in the final slot to be used with a 0 instead of =, for example. And that skill that you use with CTRL 2 be used with =.
This have nothing to do with skills. It does not dumb down the game and it does not make running content over and over again any more or less boring. It is the exact same. After all, if you were running the combo over and over, pushing 1-2-3-1-2-3-1-2-3 is still going to be as boring in reality as 1-1-1-1-1-1-1-1-1. That's how repetition works. It bores people. It doesn't matter whether it have 1 or 10 elements. Doing the same string repeatedly makes people lose focus. That's what there are other skills for there, like the ones that are off global cooldown, that have situational use. To prevent boredom. The only part of combos that counters that is the divergence into two paths, if both paths have their situational values.
Skill is NOT a valid argument. People still will screw up their rotations and use the wrong combo (because, I mean, you still WILL have different combos, this is not about consolidating combos, it's about consolidating button inputs within a single combo). And those will be screwups coming from actual skills in the game. This will only make mistakes unrelated to the game for people with certain physical conditions (like being sleepy) or that are slightly distracted (by their kid yelling while playing tag with a sibling) less common.
Now, preference, that is an argument to not make consolidation mandatory. But it is no reason to not make it optional. Yes, some may feel better pushing more buttons than fewer and that's perfectly valid reason. Games are supposed to be enjoyable. But there are certain things that just cannot cater to everyone. This is not one of those things. It can cater to everyone. Those that want consolidation can get it, those that don't want to get consolidation can not get it. You won't even know whether the other player uses it or not. You won't see any difference, be it in their use of skills or their output. It will just be more enjoyable for them and it may help them keep focused over, lets say, six hours instead of three. All you need to do is accept that you are you and that others are others. Stop trying to force others into enjoying the same things that you do. Would you like it if I forced you to love really sour things, like, drinking the raw, condensed juice of a lemon (which I like, but most cannot take a more than a sip without trouble)? Or very spicy things (which, heck, can actually be lethal for some)?!
And the combos and non-combos have a clear barrier. You will always want to use the previous skill that is part of the combo before using the latter. You will literally never want to use Maim or Skull Sunder without first using Heavy Swing. And not only you. Absolutely everyone else in the game is the same. 100% of the players will want to hit Heavy Swing before Maim 100% of the time. For other skills, that's not the case. Everyone will use their buffs and non-combo skills whenever they will feel like is best for them. Consolidation of them will have actual mechanical effect, actual change of output. You would actually SEE the difference between non-consolidated buffs and consolidated buffs. Those are two vastly different things.
I'm up for it if it's optional, like blazblue's Technical and Stylish mode (for those who knows)
I don't see how it require any more skill to push a sequence of three buttons instead of three time a single button. Also the argument for buffs is stupid, they're not combos and different buffs have a different situational uses. Would make absolutely zero sense to ever see them with this mechanic.
Just make the consolidated combos an additional skill you can put in a hotbar if you'd rather not have the full display of skills you'll never ever use out of combo anyway.
I don't know all the nuances of the job...
But, I do recall a couple uses for perfect balance.
1. To quickly get up to GL3
2. To spam the aoe move
Perfect balance could be reworked to give stacks of greased lightning.
And one ilm punch could be removed or replaced to have a full aoe rotation.
That would allow for the uses of perfect balance while still consolidating monks combos into 3 buttons.
Rear, Flank, AOE.
The show of great strength when lifting the 44oz mountain dew to your mouth....
The precision timing demonstrated by heating a Hot Pocket perfectly......
The endurance and fortitude shown when holding one's bowls as they push through the raid....
These are the skills of the Elite Gamers, do not dash and cheapen their skills by adding a help button for people who need it.
Dirty lazy casuals....
https://vignette4.wikia.nocookie.net...20120211222858
I've never had any issue doing anything on controller. Just like a certain degree of customization and muscle memory is established with KB&M, so too is it with a controller. It's purely a matter of preference and comfort, not to mention just how much you're willing to actually TRY to adapt from one to the other. Let's please stop carrying on as if the game is so unbearable to play on controller, or that console players are some unfortunate souls handicapped by their own control medium. You get out what you put in.
That said, I'd rather not see it in PvE or PvP, but if it must be, it must be optional. I'd never use it, nor would I want the choice to not use it taken from me.
It doesn't make it challenging so much that pressing one button repeatedly to execute a combo feels boring. I mean, how often do healers complain their DPS options are boring since it primarily revolves around spamming a single button once your dots are up? Yes, each job has other abilities to help compensate but I still think consolidating to this extent is taking streamlining a step too far-- unless they incorporated multiple ways to combo abilities aka fighting games. Say like how Warrior or Ninja have multiple combos chaining off one or two skills. That would be nice but just squeezing everything into one button... I prefer what we have now, personally.
The trouble with implementing it in PvE is because of all your different combo branches (Storm's Eye/Path, Rage of Halone/Royal Authority, Dancing Edge/Aeolean Edge/Shadow Fang, etc.). PvP actions work because they're oversimplified now.
While you could implement a combo string for each potential branch/situation that could cause confusion and overcompicate the idea. You'd honestly need to revamp combos in general to keep it simple.
Honestly, some jobs may need to tailor their rotation depending on circumstances such as positionals so while I'm not against the idea in principle, it would do nothing to increase the skill cap of most players. It just ensures there's a more consistent skill floor. You'd expect most terribads to be able to press 1 three times in a row successfully.
I don't see why that would be the case. At present, a Ninja, for instance, would have:
- Mutilate
- Shadow Fang
- Dancing Edge
- Aeolian Edge
- Armor Crush
You'd simply be saving two keys by swapping to the finisher-based setup. No further simplification or adjustment required.
That said, alternatively, you could:
- Allow for actions to be used for variable effects in any sort of (soft) "combo" so that no skill is ever wasted, but that'd probably require too much nuance and possible variation for the typical player at this point, and aesthetic output would be more subject to optimal rotations (unless of course the animations themselves were also variable)...
or
- Create additional skills to fill out the otherwise missing slots if one were to create a dynamic slot system alike to:
1a. Spinning Edge
1b. Mutilate *
1c. <Throwing Daggers or a new skill>
2a. Gust Edge
2b. Shadow Fang *
2c. <Throwing Daggers or a new skill>
3a. Aeolian Edge
3b. Dancing Edge
3c. Armor Crush
(Or, axe Armor Crush and find a new way, if any, to sustain Huton, so that you only need two slots for all weaponskills +/- Throwing Daggers.)
EDIT: <For Monks>
The only real issue Monk would face with dynamic slots is Perfect Balance. Otherwise you could simply have:
1 Bootshine
2 Dragon Kick
3 Arm of the Destroyer
1 True Strike
2 Twin Snakes
3 One-Ilm Punch
1 Snap Punch
2 Demolish
3 Rockbreaker
The issue then becomes how you again have all 9 skills near-simultaneously available during PB. Assuming decent enough an effective connection, this might be handled by bringing Form Shift into Monk/Pugilist skills earlier, and simply making it a non-animation oGCD during Perfect Balance, allowing for rapid cycling. With Form Shift as button 4 and Touch of Death as 5, starting per usual from Coeurl (c) [Raptor (r), Opo-opo (o); o>r>c です], a typical HW opener would then be something like:
c2, (o4, r4), c1, (o4, r4), c1, o2, r2, 5
Demolish, FSx2, Snap, FSx2, Snap, Dragon, Twin, Touch
There, now even with PB remaining a prevalent part of Monk gameplay, you still need only consume 3 slots for 9 skills.
(Or, alternatively, you could give reason and ability to use the 9 skills out of their presumed cycle, and you'd have reason to spend 9 slots on them (in my case, 1,2,3, Shift-1-2-3, Caps (rebound to r. Alt)-1,2,3).)
1. To quickly get up to GL3
2. To spam 2 aoe moves, or 2 critical moves, or first buff yourself and then 1 critical move
Perfect Balance allow the use of 5 skills within it's duration
So keep the Monk out, because those are not combos, but stance switching. Or get the Mudras from Ninja on board.
Is just a question about the right cross-bar configurations. Don't play with the default configuration for cross-bar.