Well, if you actually played MNK and did your own research, you'd find that answer.
Yes, it is. This is actually how I play SCH and SMN because the Pet Hotbar irritates me and is full of buttons I don't (constantly) need. It's easier to just take the buttons you do need and assign them to your primary attack bars, while placing other things onto a non-attack bar. I actually have the controls for the Companion Chocobo set up the same way.
Eh, but the single tap is also vulnerable to fat fingering it. Otherwise the WXHD would be fine. And you're also needing to deal with muscle memory, so it doesn't work well unless you can map abilities in a manner. Like my base cure and my base stone sharing x is ok, but Aero 3 and a strong cure in the same button can mess you up. And for me, I play every single job at 70, so the layouts vary a lot and make having multiple bars a bit of a pain too past 32. Or rather, it did in HW, i just wound up dropping jobs then.
In any case, I don't think it can be said it's easy to access beyond 32; you are still dealing with a decent learning curve, both in configuring your layout and triaging abilities, and there still is reaction time penalty, so it's best anyways to reserve it for macros or uncommonly used stuff.
Last edited by RiyahArp; 09-13-2018 at 07:29 AM.
Everything is vulnerable to fatfingering. I fatfingered displacement and killed myself when I meant to hit corps-a-corps more times than I care to count.
AKA: Practice.And you're also needing to deal with muscle memory, so it doesn't work well unless you can map abilities in a manner.
I'm glad we agree it's easy to access more than 32 abilities. Yes there's a learning curve, but it's a curve worth exploring, practicing, and mastering rather than begging for button consolidation.you are still dealing with a decent learning curve, both in configuring your layout and triaging abilities, and there still is reaction time penalty, so it's best anyways to reserve it for macros or uncommonly used stuff.
But that's my point. It's more cost efficient and easier to redesign an existing system that already functions exactly how this hypothetical one would than implement something entirely new. Samurai may have two hit combos in PvP but Dragoon has four. Therefore, it's hardly a difficult feat to make that work with Samurai. They've already done it on other jobs.
I guarantee, if this go down this route, we'll either be given a choice on what abilities we want to consolidate onto a single button or they'll make the decision for us. And it be for every job because they'll be doing it to space hotbar space otherwise it's utterly pointless.
Last edited by Bourne_Endeavor; 09-13-2018 at 07:34 AM.
Still haven't told me where it was wrong. I don't need the right answer, I want to know where you think it's wrong. It's on your hotbar at no extra cost. Whether One Ilm Punch in my proposed combo or not, you still have 3 buttons on your hotbar. Where's the issue?
PvP and PvE actions were completely tied together and caused balancing issues (/extra work to manage), so when they started taking the hacksaw to PvE actions they just went ahead and separated PvP into its own thing. Which was also a bit shortsighted on Square's end since they apparently didn't think, while they were at it, to leave room so they could make adjustments for each mode of PvP individually. Some skills are weaker or stronger, or roles weaker or stronger (see: complaints about healers in Rival Wings), in the different gametypes and there's little or nothing they can do about it.
Which... feeds into the paranoia about how they would go about this on the PvE end, if we're being honest.
I don't see the problem if we're given the choice of what abilities we want to consolidate. And if they make the decision for us, it won't directly be the exact combos from PvP. They will be redesigned. And if "optional," which most people who would like to see this would want, is to mean they don't add PvP's "You can't add this action to a hotbar," then you can still do everything you do now. Except you could also now add in the whole combo to your hotbar. So I'm not seeing the issue.But that's my point. It's more cost efficient and easier to redesign an existing system that already functions exactly how this hypothetical one would than implement something entirely new. Samurai may have two hit combos in PvP but Dragoon has four. Therefore, it's hardly a difficult feat to make that work with Samurai. They've already done it on other jobs.
I guarantee, if this go down this route, we'll either be given a choice on what abilities we want to consolidate onto a single button or they'll make the decision for us. And it be for every job because they'll be doing it to space hotbar space otherwise it's utterly pointless.
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