




You're oversimplifying.
You can't just make something an optional thing all willy nilly with no thought process behind it.
There could be complications with implementing this system as an optional one, like job balance. There could be situations where using one mode is better than another etc. All possibilities.


At worst, you could slot your combo three times if you really want to use different buttons from each step and keep the same feeling.
Or, again, this could be implemented as an option, with two small changes :This way, you could decide to create three macros that automatically rotate your slot if you want. And it would make macros as a whole more desirable to use.
- Allow macros to queue properly
- Allow the set command to set macros in your bar
Last edited by Reynhart; 11-30-2017 at 03:50 AM.
Player


I have to ask this question. Can anyone describe a reason to EVER use Zwerchhau without using Reposte first on a Redmage?
With that said, Reposte, Zwerchhua, and Redoublement ought to be one button hit three times. There is absolutely no reason for this to be on three buttons.
Of course this is the only simplification I'd advocate from PVP. I don't want the rest of the skill culling to happen. But this alone would save most classes about 2-4 buttons easily.
To end your fight with a Zorro mark, when down to the last GCD.I have to ask this question. Can anyone describe a reason to EVER use Zwerchhau without using Reposte first on a Redmage?
With that said, Reposte, Zwerchhua, and Redoublement ought to be one button hit three times. There is absolutely no reason for this to be on three buttons.
Of course this is the only simplification I'd advocate from PVP. I don't want the rest of the skill culling to happen. But this alone would save most classes about 2-4 buttons easily.
Setting your personal bias aside, why don't you go to the Wolves' Den Pier and try this system for yourself? You won't even have to fight anyone; there are striking dummies there. The hotbar will already be there, you can just rearrange it as you see fit. Keep in mind this isn't optional, that's just how it is in that area now. Try it out and truly see if that's something you'd want in PvE. Reading the initial post and declaring your hate of PvP don't give you much of a solid base for discussion of the matter.
Last edited by ThirdChild_ZKI; 11-30-2017 at 09:31 PM.
Never. Dumbing down PVE will just lead to thousands of players leaving the game. I for one would end my sub over this idea alone.




I never insinuated otherwise. This is purely a preference argument. If they insist on simply adding new abilities onto our hotbars, I don't want it at the expense of consolidating combos. If others do, that is their prerogative.Now, I believe that's a valid fear, and why the devs would need near-rabid watch-dogging if something like this were to occur, but you are claiming mutual exclusion — that your right not to suffer periphrial change stands in conflict with anyone else's right to enjoy such options; that cannot help but turn, then, into argument over merit.
Have different combo sequences, which create different effects. Basically, similar to how Mudras change what your Ninjutsu becomes. I fear what you're suggesting—weaponskills freed from combo constraints—just promotes spamming, especially from lesser skilled players. Alas, if the devs maintain their "simplifying combat" approach, I can't see them adding different combo chains.<Could you clarify this portion? I'm not sure I'm interpreting it correctly.>
:: Again, ideally, I'd like to see shorter oGCD CDs, oGCD stacking only where not limiting the creative uses of potential (if improved upon) creative uses of oGCDs, weaponskills freed from combo constraints and so forth. But I do not care to see buttons spent just for the sake of hitting something else to continue, essentially, the same skill. Make them separable, or let me spend only as many buttons on it as there are choices.
Ahh, I see. I would love that. But, I too suspect that it's almost the opposite of what SE has in mind, sadly.Have different combo sequences, which create different effects. Basically, similar to how Mudras change what your Ninjutsu becomes. I fear what you're suggesting—weaponskills freed from combo constraints—just promotes spamming, especially from lesser skilled players. Alas, if the devs maintain their "simplifying combat" approach, I can't see them adding different combo chains.
Oh please. theres a huge difference between simplifying and "Dumbing down".
Theres no valid argument for having a combo you always press in the same order take 3 seperate buttons or more.
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