The gauges are more annoying than helpfull for me. I'm to used to the old style.


I try to ignore them for the most part. They just clutter up my screen and even shrunk down as small as possible, I find them irritating.




the DRK gauge has only lead to more button bloat.
instead of
Blood Price > Mana
Mana > AoE spam
it now is
Blood Price > Blood
Blood > Delirium (for longer Blood Price uptime)
Blood > Quietus
Quietus > Mana
Mana > AoE spam
shifting your resscources through the blood gauge instead of directly into the mana like it was before feels tacked on, it leads to more button bloat and makes aoe situations more difficult.
and the fact that Quietus doesn't even had the mana gain at first and was basically useless tells me that the whole blood gauge wasn't thought out to the end...
however, for single target we have Blood Spiller, wich feels like some kind of mini-lb, wich is nice and i like it.
Last edited by Tint; 09-18-2017 at 07:10 PM.
I don't like the new gauges. I wish you could toggle between new and old (buff icon) version.
I mostly play tank-roles (and some RDM), but as with other classes, it seems like Square really tried their best to give everyone a gauge, which makes some feel more "forced on" than others.
In general, tanks got:
PLD - a resource for 2 cooldowns, which is unnecessary
DRK - an extra resource that just makes ressource management more complex (use blood to restore mana to attack to restore blood to...)
WAR - just got his available ressources doubled and differently visualized. Though, the gauge did not make the job easier or harder to play.
I dont think every class needed a gauge, but I can already see Square sticking with it.



You might just be better at AST than me - it's not a problem on most jobs (now) but with AST, to have access to the multiple separate extremely situational skills (Undraw/Empty Road/Undraw Spread) when all three abillities existed pre-Stormblood without taking up a single button hurts. Card management has what, nine buttons now, on top of the extensive healing toolkit? It's getting a bit too cluttered. SCH uses more buttons than WHM too since I micromanage the fairy - which inexplicably still uses different bindings per fairy even now - but at least none of them are hyper-situational like Undraw Spread. I resent dedicating a button to something I usually never need to press, and used to be able to do without a button at all![]()

I picked up Astrologian after Stormblood got released and I couldn't imagine playing without the gauge and so far it's the most useful one I've played with. It must've been hell without it.
Red Mage one is pretty important, so is Samurais.
Ninja is pretty alright too, it seems like a big help to me. Paladin one doesn't seem all too useful to me, but it's there and serves it's purpose.
The first one I've seen is White Mage, and it helps White Mage a lot too.



Once the UI director can let us customize I think a lot of the problems with the Buffs/Debuffs will go away. Hopefully allowing us to toggle what we can see in party helps too.
One other suggestion I'd like is a "Fade" option.
I like how maps go semi transparent during movement. If we can have that for our action gauge while in action that would be great. Sometimes I feel the job bar covers up and interferes with the UI, still haven't found some good spots to put these even shrunk down because they can cover up another UI element because I'm trying to keep buffs/debuffs in one place.
I do like the sound cues, wish we could customize them because it does help a lot as well (specially if you are visually impaired)



You're right that they're very situational. I do keep them on the "back row" - though I also keep them under the same face buttons as draw, spread and RR, which I found helps me find them. You're also right that it's an extra button for a function we already had, but personally I find them much more convenient. I've never found an easier way to access my buff bar with controller than clicking the touch pad multiple times and then pressing left/right arrows until I got to the buff I wanted to disable, which took me a long time, so I'm happy to have it now easily accessible under two/three near-simultaneous button presses.You might just be better at AST than me - it's not a problem on most jobs (now) but with AST, to have access to the multiple separate extremely situational skills (Undraw/Empty Road/Undraw Spread) when all three abillities existed pre-Stormblood without taking up a single button hurts. Card management has what, nine buttons now, on top of the extensive healing toolkit? It's getting a bit too cluttered. SCH uses more buttons than WHM too since I micromanage the fairy - which inexplicably still uses different bindings per fairy even now - but at least none of them are hyper-situational like Undraw Spread. I resent dedicating a button to something I usually never need to press, and used to be able to do without a button at all
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