Everyone loves to bring up button bloat, and there's a system in place that could alleviate this issue, but anytime anyone says "what about how the PVP thing works?" gets brought up it's always responded with stuff along the lines of "I don't like how that feels."
Valid points were made as far as why in some cases, that system wouldn't work. But nothing else has been brought up to deal with this.
So why hasn't anyone thought up anything better? Should we just expect them to keep having to prune and trim abilities every time an expansion comes out? As much as people wanna chirp about "job identity and feel," how many skills does your current class have that you could say you'd be fine with seeing removed, or made into a trait, that would still maintain your jobs identity at max level? How about when leveling; is it fun to go 7+ levels without getting a new skill?
People have been bringing up solutions to all of these issues that combo consolidation is supposed to have in the myriad threads that popped up after this system was introduced in PvP.
The arguments against it boil down to supposed dumbing down of the system (supposedly pushing three buttons in sequence is harder than pushing one button) and it being more boring (this one is somewhat understandable, but in a grander scope of things, there is no difference for the brain between 1-1-1 and 1-2-3 if the chain is repeated several times one after another).
To make it even funnier, these same people that are against consolidation tend to complain about people that don't use their enmity combo or just don't combo skills.
I won't even count the "if they'll do it, they will just add new skills to fill in the slots" argument as it is pure ignorance. They'll do that anyway. Except instead of the player having more options to use (because these will be new options), the number of them will be the same (because new options will replace old options). So much for people thinking that it's already too boring as is.
Every "we have forked combos", "it won't work with monks" and such argument was countered with a solution several times.
I haven't seen it in this thread, but I've seen ideas brought up elsewhere. Things like: If one skill is unusable in one stance, and another skill is unusable in the other stance, why not just have both those skills on the same button? Or: If there's a toggleable ability that no one would ever turn off, why not just make that a Trait and get rid of the pointless button?
An issue with button bloat is that theyre homogenizing the classes rather than distilling them down to core identities. A lot of this has to do with making sure you arent 'locked' into bringing certain classes. So theres a lot of 'repeat' in regards to skills.
But the real reason for button bloat is probably to MANY options. Were given everything at max level. That shouldnt be the case.
The only real way to 100% fix button bloat is to force a maximum amount of keys and push customization based on comp/fight.
As an example, youd have 24 skill slots total, and you have to pick which skills you want to bring depending the fight. If you were going as a DRK, you may want more mitigation based skills for a hard hitting boss. for pulling you may want more aoe and aggro based skills. If youre doing a fight with harsher dps checks, you may want to go with skills that are more Damage orientated.
The higher in levels, youll have more variety of combinations and the like, and more selection based on the fight. Obviously therell be core skills youll want to bring every time (basic damage combos and the like). And it doestn matter how high lvl things get in the end, because youll always be limited to 24 so its a matter of selecting the most important 24 skills, even if you have twice that many. More skills just means more nuance.
There will be no "Optimal one size fits all" skill build if the fights are designed right. What I mean is that while you could technically make a build that encompasses MOST everything, for maximum effect youll need to customize skills bsaed on the fights. This would work better because in casual content you could have a general build, but in EX or Savage youd have to customize for the fight/group comp to maximize success.
Thats about the only way I can think of to fix button bloat without any massive issues.
Maybe the stuff with BLU having to select which skills to slot could be a test for a similar system for the other jobs?
You know we kinda had this with the previous cross role system when players could only take 5 of the 10 in to combat. One problem many of us experienced though was players not having certain actions when we really needed them, i.e. Exdeath and the Doom debuff, o7s and silencing Ultros etc. Definitely if players know what they are going in to sure they can prepare the relevant actions, but with Roulette it's a bit harder to predict and also new players may not know what is the best thing to take before the fight starts.
Anyway it would be nice to have options on actions to pick and choose from but honestly I'd feel safer content can be handled knowing players have them all rather than a few.
Yoshi knows that such a system would only lead to massive griefing by high level players deliberately attacking newbies/low level players (accessability to players of all persuasions and ability level being a major selling point for the game) and so he wants to avoid this, and so is not interested in introducing open world duelling. The closest you will ever have to such a open world PvP duelling system is the Duel Circle at the Wolves's Den that was added back during Heavensward's patch cycle... and that is now barely used (I forget it even exists). So it's pretty telling that even most players do not care for such an idea.
Also FFXIV is fundamentally a PvE-centric MMORPG, with PvP a secondary aspect to the game. PvP is thus content seperate from the main game, and always will be. Free PvP duelling anywhere is counter to that, and thus will never happen I'm afraid.
Mind if I throw a few more into the collection?
1:Why aren't treasure maps stackable? Inventory is already a big enough problem without needing to spread my maps out in my inventory, saddlebags, retainers, and maybe even on the marketboard for 99million gil if I get desperate for room.
2: Speaking of inventory problems, why must there be so many tokens that take up inventory space? Every primal has one, every world boss has one, every raid has SEVEN, etc. All items that only exist to function as a currency should be in the currency tab and not our inventory. What's worse is hunts, which has already placed its currency in a pleasant tab, has an ever growing number of mark logs...which defeats the purpose of putting seals in the currency tab, because I then spend those seals on things that are only wasting space while I save up enough of them.
3: On that same note, why are delineations a thing for crafters? Why do you want me to waste inventory slots, which are so limited already, when the cap on scrips could be increased and I just use up scrips every time I want to use "Heart of the Whatever"?
4: Why can the Daily Frontline Challenge only be done solo? It is functionally identical to just queuing up for a Frontline match (which we can do as a party), except we're punished with fewer rewards if we want to play this MMO with other people?
5: Why were new Frontline victory achievements added that didn't retroactively include previous victories when the game has multiple ways of tracking those past victories? Now someone who starts grinding now only needs 100 victories for multiple achievement mounts, while those that started in the beginning would end up doing twice the grind for the same rewards.
A true paladin... will sheathe his sword.
Not something we don't have, but why does Duty Recorder even exist? It's as big a waste of resources, if not more, than Verminion was, and that's saying something.
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