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  1. #201
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Shurrikhan View Post
    Having oGCDs that are rarely usable is bad, because they waste space.

    But having 6+ weaponskills that cannot be used except during every third to fourth GCD is good, because "they're combos"?
    And still get more used than the most used oGCD skill
    (0)

  2. #202
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,971
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by HyoMinPark View Post
    Missing the point entirely.

    I find it more engaging and less boring/mind-numbing to have multiple buttons to press; it has nothing to do with “difficulty”, since I don’t find it particularly difficult to press the amount of buttons we have now. I do not want condensed combos, and neither do a lot of other posters here. It’s fine if they want to make it an optional feature rather than a mandatory one like it is in the new PvP. But make it mandatory, and I doubt I’ll enjoy PvE content where I can do an entire job’s opener/rotation in 3 buttons or less.
    If there would be something wrong with toolkits actually looking only as complex as they are, then isn't that an issue first and foremost with the toolkits themselves?

    Why is the warped mirror so preferable to actual complexity? Why curtail our chances to see more engaging decisions behind our rotations just to protect the imitation of dynamics or breadth across our button-flow? When did pretense become more important than actual depth of play available? Is our goal here to maximize the appearance of depth while minimizing actual difficulty?

    You say it has nothing with difficulty, but there are only so many buttons available to maintain a comfortable keyspace or retain impact across individual ability decisions; what bloat we purposely leave restricts ability to create anything meaningful in future additions, and leaves precedent for wasteful and poorly-integrated design.
    (1)

  3. #203
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    If there would be something wrong with toolkits actually looking only as complex as they are, then isn't that an issue first and foremost with the toolkits themselves?

    Why is the warped mirror so preferable to actual complexity? Why curtail our chances to see more engaging decisions behind our rotations just to protect the imitation of dynamics or breadth across our button-flow? When did pretense become more important than actual depth of play available? Is our goal here to maximize the appearance of depth while minimizing actual difficulty?

    You say it has nothing with difficulty, but there are only so many buttons available to maintain a comfortable keyspace or retain impact across individual ability decisions; what bloat we purposely leave restricts ability to create anything meaningful in future additions, and leaves precedent for wasteful and poorly-integrated design.
    I’m sorry, I fail to see how “in-depth” a system is where all my buttons are condensed into pressing the same button 3 times in a row, and then pressing another button 3 times in a row, and then another button 3 times in a row, and so on. How is that “complex”? How is that “in-depth”? I’m not saying the current system is complex, nor am I saying it’s “in-depth”; I’m saying I find it more mentally engaging—engaging, not complex—to be able to press multiple buttons, rather than the same button 3 times in a row. A PvP-like system of condensed combos is mind-numbing in my opinion; I would check out mentally pretty quickly with such a system.

    There are still skills that can be trimmed from job’s toolkits in future expansions. Quite honestly, since they got rid of the damage behind Repelling Shot, it’s not even on my bar. I can “repel” myself away from a boss/melee-distance AOE (e.g., “Delta Attack” in V4S) by using my analog stick. Skills that bind enemies like RDM’s Tether and BLM’s Freeze are so poor/useless in party or endgame content that a lot of people don’t even use them. Straighter Shot procs on BRD could be changed to Refulgent Arrow to reduce button bloat, even though BRD doesn’t have button bloat.

    To create “anything meaningful in future additions” doesn’t necessarily mean “add more skills”. Jobs can be made “more meaningful” or “more interesting” without having to add 5 new abilities every expansion.
    (6)
    Last edited by HyoMinPark; 11-29-2017 at 10:19 AM.
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  4. #204
    Player
    popotaro's Avatar
    Join Date
    Sep 2013
    Location
    The Fantastic Gramarye Circus
    Posts
    171
    Character
    Momotaro Popotaro
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Omg. This is really getting annoying.

    NO. NO. NO.

    End the non-sense already please.
    (5)
    ʕ •́؈•̀ ₎ *WIZARD EXTRAORDINAIRE*

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    ( 。・ω・。 )つ━☆・*。
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          (¸.·'* ☆

  5. #205
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,971
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by HyoMinPark View Post
    I’m sorry, I fail to see how “in-depth” a system is where all my buttons are condensed into pressing the same button 3 times in a row, and then pressing another button 3 times in a row, and then another button 3 times in a row, and so on. How is that “complex”? How is that “in-depth”? I’m not saying the current system is complex, nor am I saying it’s “in-depth”; I’m saying I find it more mentally engaging—engaging, not complex—to be able to press multiple buttons, rather than the same button 3 times in a row. A PvP-like system of condensed combos is mind-numbing in my opinion; I would check out mentally pretty quickly with such a system.

    There are still skills that can be trimmed from job’s toolkits in future expansions. Quite honestly, since they got rid of the damage behind Repelling Shot, it’s not even on my bar. I can “repel” myself away from a boss/melee-distance AOE (e.g., “Delta Attack” in V4S) by using my analog stick. Skills that bind enemies like RDM’s Tether and BLM’s Freeze are so poor/useless in party or endgame content that a lot of people don’t even use them.

    To create “anything meaningful in future additions” doesn’t necessarily mean “add more skills”. Jobs can be made “more meaningful” or “more interesting” without having to add 5 new abilities every expansion.
    I agree completely that traits, new mechanics, new systems, etc., can add interest and/or meaning just as well as new abilities, but why would you choose to take skills that have been left disused because their bloat was considered acceptable out back and shoot them rather than fixing those skills, and ensuring that whatever you have on your bar has some definite usefulness for what you're going to be doing -- not by cutting it down to the fewest options possible, however many buttons may then be spent on them, but by ensuring that each has impact -- over fixing the bloat that is left not only situational, but rotationally locked out? (Not to say you can't do both, of course.)

    I have never said that condensing buttons down to their actual number of choices increases complexity. I said it doesn't waste buttons, and therefore one has more buttons with which to interact with actual complexity. Will button count be the sole determiner of interactions possible? Not remotely -- as bloat and painfully barebone undermechanics have already shown. But, it does at least allow the situation to be improved upon, rather than axing yet more skills with unintendedly large side effects (such as the entire loss of modular control over Monk forms when Fracture and Touch of Death were removed) when push comes to shove and button-space is still considered primarily to be one-to-one with ability count, rather than accessible ability count (current choices and trackers only).
    (1)
    Last edited by Shurrikhan; 11-29-2017 at 12:19 PM.

  6. #206
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Oscura View Post
    The same way that making the "PVP," system for Monk would be an absolute mess, since Perfect Balance is not simply, "mash the final button in your combo chain."
    Quote Originally Posted by Felis View Post
    So MNK is excluded?
    Adressed at least 10 pages ago...
    Quote Originally Posted by Oscura View Post
    Why should we need more than one button for offensive oGCDs then?
    Because that would reduce the number of skills, since oGCD are not tied to each other. OR, you find a system so that you can put several oGCD in the same slot while still keeping all viable options you have to use them in any order at any time. Go on, make your suggestion.
    Quote Originally Posted by HyoMinPark View Post
    I find it more engaging and less boring/mind-numbing to have multiple buttons to press;
    Even if it means reducing the room for potential new abilities that would actually deeped the gameplay of your job ?
    (2)
    Last edited by Reynhart; 11-29-2017 at 03:31 PM.

  7. #207
    Player
    Oscura's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    373
    Character
    Shion Sumeragi
    World
    Gilgamesh
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Reynhart View Post
    Adressed at least 10 pages ago...
    Improperly. If perfect balance remains the way it is, consolidating the combos is impossible for Monk. You can't select which button to press within the combo unless you have separate buttons for it, like we do now. Good luck convincing SE to even touch Perfect Balance, they haven't in 4 years.

    Quote Originally Posted by Reynhart View Post
    Because that would reduce the number of skills, since oGCD are not tied to each other. OR, you find a system so that you can put several oGCD in the same slot while still keeping all viable options you have to use them in any order at any time. Go on, make your suggestion.
    That is ultimately irrelevant. Arguing about reducing skills is a half-measure. Skills are just buttons to press the same way each step in a combo is. People are whining that combos should be consolidated because of button bloat. I simply reminded them that anyone can apply "remove <blank>" for button bloat. As it's been repeated multiple times, pressing different buttons in a row is not difficult nor does it require skill, so it means that we don't need multiple buttons for offensive oGCDs either. Adding more offensive oGCDs does not "deepen" the experience either, nor make it more difficult. They've already turned away from buff-happy oGCDs, that's why they got rid of so many crossclasses. Though keep ignoring that point of my post I guess.
    (6)

  8. #208
    Player
    Neophyte's Avatar
    Join Date
    May 2015
    Posts
    940
    Character
    Mim Silmaril
    World
    Phoenix
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Reynhart View Post
    Even if it means reducing the room for potential new abilities that would actually deeped the gameplay of your job ?
    This.

    Why do people think Ruin4 replaces Ruin2 when it procs? To safe buttons without affecting game play too much (if at all).
    I mean, what is R2->R4 when you look at it closely?

    A boosted version of a GCD you got by a proc replaces a less favorable GCD, you don't want to use while you have that proc. This is essentially the same as a condensed combo.
    A combo is just a GCD with a 100% 10s proc boosting another GCD, making the former GCD less favorable, i.e. you don't want to use while you have that combo proc running

    Would people had been more happy with Ruin4 as a seperate ability to put on the hotbar with (50 pot; 200 pot when you get the proc) instead of the current design, because it would be more engaging to have to press a different button for R4 instead of your R2 button?

    Why are people then praising this design specifically?

    And what if placing R4 on a different button would have meant that we don't get Aetherpact to stay the same in regards to number of slots needed?


    Condensed GCDs are already in place. Ruin2->Ruin4 for example.
    Higanbana/Mangetsu/Midare Setsugekka is another one: They could have also added those three GCDs as abilities you have to put on the hotbar, but ofc with the same requirements in place, i.e.
    Higanbana (only useable with exactly 1 Sen)
    Mangetsu (only useable with exactly 2 Sen)
    Midare Setsugekka (only useable with exactly 3 Sen)

    Wow, that would be totally great, right? So engaging.
    (5)
    Last edited by Neophyte; 11-29-2017 at 05:34 PM.

  9. #209
    Player
    TaranTatsuuchi's Avatar
    Join Date
    Oct 2011
    Posts
    1,462
    Character
    Aryn Tatsuuchi
    World
    Balmung
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Neophyte View Post
    This.

    Why do people think Ruin4 replaces Ruin2 when it procs? To safe buttons without affecting game play too much (if at all).
    I mean, what is R2->R4 when you look at it closely?

    A boosted version of a GCD you got by a proc replaces a less favorable GCD, you don't want to use while you have that proc. This is essentially the same as a condensed combo.
    A combo is just a GCD with a 100% 10s proc boosting another GCD, making the former GCD less favorable, i.e. you don't want to use while you have that combo proc running

    Would people had been more happy with Ruin4 as a seperate ability to put on the hotbar with (50 pot; 200 pot when you get the proc) instead of the current design, because it would be more engaging to have to press a different button for R4 instead of your R2 button?

    Why are people then praising this design specifically?

    And what if placing R4 on a different button would have meant that we don't get Aetherpact to stay the same in regards to number of slots needed?


    Condensed GCDs are already in place. Ruin2->Ruin4 for example.
    Higanbana/Mangetsu/Midare Setsugekka is another one: They could have also added those three GCDs as abilities you have to put on the hotbar, but ofc with the same requirements in place, i.e.
    Higanbana (only useable with exactly 1 Sen)
    Mangetsu (only useable with exactly 2 Sen)
    Midare Setsugekka (only useable with exactly 3 Sen)

    Wow, that would be totally great, right? So engaging.
    Ninja ninjutsu as well....
    You've got, 7 different skills condensed into 4 buttons...

    If they didn't have multiple combinations doing the same ninjutsu they could have....
    Hmm...

    3 single step ninjutsu
    6 two step ninjutsu without doubles, 9 with being able to press the same mundra twice
    6 three step ninjutsu without doubles, 27 if you could press the same mundra up to 3 times

    But, we're getting into a lot of skills to have to remember combinations for...
    And that's not even considering if we could do more than 3 mundra in a row.
    (0)
    Last edited by TaranTatsuuchi; 11-29-2017 at 05:46 PM.

  10. #210
    Player
    Nyxn607's Avatar
    Join Date
    Dec 2016
    Location
    Limsa Lominsa
    Posts
    269
    Character
    Hypnotic Noodle
    World
    Coeurl
    Main Class
    Dancer Lv 83
    I am not sure why people don't want to take a 4 slot combo and make it a 1 slot combo. The skill's won't change ... the complexity won't get easier, but rather has the chance to increase if they add new skills. Maybe people just don't understand what is meant by op *shrugs*
    (5)
    Last edited by Nyxn607; 11-29-2017 at 06:44 PM. Reason: Changed wording to be less "offensive"
    "If you walk through life thinking you are not needed, remember that there is always someone that is counting on you." -CP

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