Skill issue of hotbar management.
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Every job is designed to fit comfortably for controller users. I don't know what to tell you. Probably look up some guides on how to set it up properly. All this really is wanting to push more dumbed down single button smash gameplay into the game, OP isn't even being subtle about it:
All this would do is encourage bad play and simplified design. First you give them the button smash combat, then they start complaining how "clunky" it is having to do positionals when they have no frigging clue where between the identical button presses they should be moving. Same thing with buffs and DoT rotation swaps. And you know the super simple combos are going to be set in stone forever from the moment consolidation is introduced, because of all the crying you'd have from taking it away again, if you later wanted to add additional complexity. 100% Dragoon would still be stuck with 1-2-3 if they had given it button consolidation way back in ARR.
Less tactile feedback, worse players, worse rotation design.
I also don't know what to tell you bud. The format is already in pvp. Why isn't there a forum on here advocating for the reconstruction of the pvp buttons so that they are single commands like in pve? I think I know why.
Agreed, but they've had a lot of great maps and play styles. I get it, it's all a learning curve.
I remember pvp materia.
Also I don't know why I'm arguing for this. Gunbreaker is a fairly new class and already changes it's move with each new combo and that's just going to happen with action bloating anyway.
I'm going to mention one thing that hasn't been brought up yet is physical injury.
Pressing 1-2-3 vs 1-1-1 might not seem like much in terms of complexity, but there's a noticeable difference when it comes to preventing stuff like RSI, carpel tunnel, and other hand injuries. It's why I refuse to play SMN anymore, my hands were feeling way to much discomfort from pressing just 2 for 75% of the rotation.
Bumping this since it's sorta come up in another thread.
My main issue with autocombos, as I've expressed multiple times elsewhere, is that I've wired my brain to track where I am in the combo based on the button it's mapped to, so along the lines of "I'm pressing the △ button next so it'll be a rear positional" or "I'm pressing the □ button next so my gauge will fill"
But that only really matters when the combo has moves with those gimmicks (positionals/gauge builders/Atonement stacks etc.) mixed into specific steps of the combo like they do now.
RPR's main combo doesn't have this and is a perfect example of a main combo that can be turned into a single button without any issue for me, since every move in it acts the same: main filler to do damage and gain 10 gauge. There's nothing else you really need to be aware of.
I don't really disagree with the sentiment that many combos have been/become hotbar bloat, but I also think part of that's because many of them have been whittled away into being no more than filler due to everything being bent towards the 2min burst design and the "fun" part of most jobs have been shoved into that tiny 20s window. I enjoyed combos more when keeping it sustained had some challenge to it and was the main part of the job's gameplay, at least.