Ok, I can actually understand and get behind that line of thinking.It has nothing whatsoever to do with skill but feel. Pressing 1-2-3 in quick succession feels more active whereas pressing 1-1-1 endlessly feels incredibly dull. There's a reason people complain about RDM aoe or DRG/DRK pre-Abyssal and Sonic Thrust, respectively. Now if they added a series of different combo finishers, perhaps it works. Granted, then you aren't saving any button space, so what's the point?
All the more reason if such a thing were to be implemented, it would need to be optional.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.
Optional doesn't really work though. Say they add an additional five abilities. What incentive do the devs have to make room for those who don't want their main combos consolidated? I'll basically be forced into it or have to start using QERTFZXC and etc for ability slots, which I'd prefer not to. As the saying goes, if it ain't broke...
Edit:
For argument's sake, I've been trying to think of how they might alter Monk's abilities if they ever did implement the PvP system. All that comes to mind is consolidating both rotations into a single button each but having the abilities shift based on your form. So using Dragon Kick would trigger both Twin Snake and True Strike to show up, and either of those would lead into Snap Punch or Demolish. Basically, you wouldn't have to use the combo (i.e. 1-1-1) for the other abilities to switch over.
Last edited by Bourne_Endeavor; 11-29-2017 at 03:51 AM.
And frankly combo-oriented games tend to attract very specific audiences whilst repelling others. I'm not sure SE would want to whole sale embrace this system when so many people are fine with how it is now.Optional doesn't really work though. Say they add an additional five abilities. What incentive do the devs have to make room for those who don't want their main combos consolidated? I'll basically be forced into it or have to start using QERTFZXC and etc for ability slots, which I'd prefer not to. As the saying goes, if it ain't broke...
I also frankly don't think the PVP system is any more fluid or balanced than what we currently have, nor do I trust SE to make the proper adjustments in implementing it in PVE content after the debacle that was their ability trimming during SB's launch. The way they pruned SCH with it being one of the few classes that had abilities GIVEN BACK and the current state pre-70 Machinist is in don't give me any faith that they know how to handle large sweeping changes with all their classes.
Alternatively though, why make 10 buttons what is functionally 3? If adding on additional abilities to their game will remove your ability to play the game comfortably, despite that there are actually relatively few skill choices at any given time, then something is already broken, or at least strained.Optional doesn't really work though. Say they add an additional five abilities. What incentive do the devs have to make room for those who don't want their main combos consolidated? I'll basically be forced into it or have to start using QERTFZXC and etc for ability slots, which I'd prefer not to. As the saying goes, if it ain't broke...
Ability pruning =/= button pruning. The first is done to reduce player power or options available, usually with the intent of reducing the gap between skill and unskilled players, or as a last resort to combat button bloat. Button pruning literally just reduced button bloat, not ability count. The hotkeys saved through button pruning allow developers not to prune away abilities, and make it a hell of a lot more obvious when they do.And frankly combo-oriented games tend to attract very specific audiences whilst repelling others. I'm not sure SE would want to whole sale embrace this system when so many people are fine with how it is now.
I also frankly don't think the PVP system is any more fluid or balanced than what we currently have, nor do I trust SE to make the proper adjustments in implementing it in PVE content after the debacle that was their ability trimming during SB's launch. The way they pruned SCH with it being one of the few classes that had abilities GIVEN BACK and the current state pre-70 Machinist is in don't give me any faith that they know how to handle large sweeping changes with all their classes.
All true, my point however was that SE doesn't know what they're doing with half of their classes when they try to make changes to the existing system which I will stand by. The button removal was just one example, but there's a reason I also included how unbalanced MCH is pre-70 in my post. This is a development team who sees an interesting idea and doesn't fully think out the consequences of implementing it until it's too late and they have to add remedial patches on later to fix things.Ability pruning =/= button pruning. The first is done to reduce player power or options available, usually with the intent of reducing the gap between skill and unskilled players, or as a last resort to combat button bloat. Button pruning literally just reduced button bloat, not ability count. The hotkeys saved through button pruning allow developers not to prune away abilities, and make it a hell of a lot more obvious when they do.
Last edited by Enla; 11-28-2017 at 02:44 PM.
The solution is to remove or revamp other abilities not to break what already works. The combo system isn't broken, which is why people would prefer they not mess around with it. Explore how to adapt more abilities like WAR does with its stances or just don't add five new ones every expansion and try something different. What I don't want is DRG's rotation to essentially become 1-1-1-1-1-2-2-2-2-2. That just feels incredibly boring to me.Alternatively though, why make 10 buttons what is functionally 3? If adding on additional abilities to their game will remove your ability to play the game comfortably, despite that there are actually relatively few skill choices at any given time, then something is already broken, or at least strained.
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