I'm up for it if it's optional, like blazblue's Technical and Stylish mode (for those who knows)
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....
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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.
So what? It's your choice if you like doing 1 2 3 4 5 6 on your MNK but personnally I don't and would be easier for me to have 1 and 2 swapping with the next combo ability.
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.
You're good at the game? You're an elitist.
You're using a parser to better yourself? Elitist.
You're making suggestions on how someone can improve themselves? E l i t i s t.
You wipe a farm party constantly but you're having fun playing your way. Nah you're fine dude.
This community astounds me at times.
I don't see why that would be the case. At present, a Ninja, for instance, would have: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.
- 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).)
Last edited by Shurrikhan; 05-24-2017 at 12:15 PM.
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.
Last edited by Felis; 05-24-2017 at 01:49 AM.
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