And? The amount of key presses available in any given GCD is identical. You have 1-3 keys you can actually press at any given time. 8 GCDs out of 10 in ST, you have 1 choice. 1 per 10 GCDs has at most 3 choices. Another GCD per 10 has at most 2 choices. Now you have as many keys for the you have the maximum number of choices ever simultaneously available. It feels like you're fighting to get 10 one-dollar bills over a single ten-dollar bills when they can only even be spent in increments of ten dollars.
And your preference... trumps all other preferences? Why does your preference exclude an option that generally neither adds nor reduces difficulty except insofar as fitting buttons into a comfortable keyboard space, which, by your own words, isn't a difficulty either?
Alright, now we're getting somewhere. But then that still leaves the question: why does your preference outweigh that which it conflicts with? I could understand a poll released to all players having that kind of weight in its findings, but why is it essential that maintaining combos as they are right now trumps all improvements towards having as many buttons as choices, whether by decreasing button count or increasing choice count?
I, too, am not looking forward to new abilities while bloat is still rampant, but I think we -- and many others besides us -- will have very different ideas of where and how that bloat exists. Piercing Talon, though underwhelming, does not seem bloat to me so long as mitigateable melee downtime will exist, and I suspect mitigateable melee downtime will exist so long as variable percentage of melee downtime will exist -- for without that mitigation balance would shift more steeply towards either the minimization or maximization of the number of melee in a given party, constraining either encounter design freedoms or player compositional freedoms. What is the point of Lucid Dreaming so long as non-tanks do not partake in mob-gathering? What is the point in Diversion, so long as it will only ever be used as a lowest-priority burst CD among many, used on-CD thereafter? Even the devs have realized that at best Invigorate guts sustained physical AoE and merely punishes death in a randomized manner and have thus removed it. So why do we still have LD or Diversion or Protect? Piercing Talon at least cuts the average ppgcd loss of downtime by ~30%, helping to tighten melee-ranged balance. It sure as hell deserves improvements, but it has a good reason to be there. But we'd sooner scrap that than 2-minute CDs that can be performed at near optimal performance by an auto-clicker? Or over continuing to lock out access to 13 out of 14 weaponskills in the majority of GCDs? ...Your solution path seems a bit paradoxical here.
You make it sound as if there are fundamentally flawed ability concepts. Outside of those abilities that can be performed passively (e.g. by auto-clickers), I disagree. All others are examples of flawed execution. And, sadly, bit by bit, the devs are removing their ways to fix those flawed implementations short of uprooting them. Piercing Talon and other melee ranged skills can be improved upon. They can be combo-linked. They can be dynamic. They can see relative ppgcd percentile increases as per Yaten-E.Enpi. And yet we lose yet another way to bring up potency without enabling abuse by leaving melee with solely a irrelevant resource (MP) instead of a mostly irrelevant resource (TP).
And, just what are you expecting from upgraded abilities? Upgrades like Stone IV do one thing only: increase uptime dependency. They do not change gameplay except by reducing cleave potential by adjusting breakpoints, and only very, very slightly at that. Traits like Lance Mastery II merely reduce the number of available rotations by trading excess BotD generation from a direct 3.33 ppgcd bonus (with a potency loss overall compared to 2 FT combos and 1 CT combo per HT) to solely the viable option of the standard 5-step combo short of a sub-2.3 GCD. Adding skills does not necessarily add anything to gameplay, but accentuating internal imbalance via upgrades does not either -- it can often diminish gameplay. You get your shinier, or uglier, and/or more ridiculous animation for a skill you already used in quite nearly an identical capacity, but quite often even fewer options in gameplay to show for it. That's no inherent improvement either.
I'm not saying that we should, but what are the benefits here worth disproportionately affecting them -- or anyone -- over? I don't feel any difficulty or complexity granted by the "combo" systems we have now. It already feels like a braindead finger drift (to me, just as it clearly doesn't for you) . So, what exactly are we spending 4+ slots of bloat per combo-based melee (admittedly, still a lesser offender than Role Actions) to protect? Help me understand the appeal here.
Except we've already seen this before. When glamour first came out, we were informed that we should not expect it ever to be implemented for PvP. That this warning was given does not mean that an public opinion was voiced in one direction, was considered, and was promptly dismissed for its minority percentage, but simply that parameters were set. It was introduced for PvP. The logical question then becomes "will this hit PvE, too?" Even an entirely neutral ground boils down, then, to "we have no plans to do that." This isn't pandering to a backlash of something that hadn't yet even had a chance to lash back; it's settling expectations as a matter of course when introducing something with potential precedent. Every MMO does this, and unless early tester feedback (which XIV does not even have available to it) shows significantly positive reception, each tends to err towards caution and conservative PR. If anything, any public outcry would come after such an announcement. And, in a sense, it did. Though no one outside of veteran PvPers particularly expected or cared about the PvP consolidations, the questions immediately came up -- "why not?"
Obligatory Recap: I have no horse in this race. I don't particularly want consolidation, myself, but I would like to know just what it actually conserves beyond a very vague notion of preference irrelevant of wider contexts.
		
		

			
			
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