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  1. #1
    Player
    Typhoonator's Avatar
    Join Date
    Jul 2019
    Posts
    2
    Character
    Josh Typhoonator
    World
    Cactuar
    Main Class
    Paladin Lv 70

    A Simple Change: Add Weapon Combos to PvE Hotbar

    It would work like this: Once a skill that can be combo'd with another is learned, you can right click the *First* skill in your hot-bar and it will bring up the normal context menu, but above the normal "Remove" option, there would be the option to "Create Combo Button" (or whatever it ends up being called, I'm not great at naming things). Then, a sub-hotbar would appear above the selected skill with the first skill and a box with a plus in it, to which you'd drag and drop the next skill on top of the second box, adding it to the combo.

    The reason this should be implemented is it would allow skill-heavy classes to clean up their screen a bit and give them one less thing to worry about.
    (1)

  2. #2
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    They specifically said they wouldn't do it for pve and combo actions
    (3)

  3. #3
    Player
    Raldo's Avatar
    Join Date
    Jul 2011
    Posts
    2,563
    Character
    Raldo Volca
    World
    Coeurl
    Main Class
    Marauder Lv 80
    I'm all in favor of it, however...

    http://forum.square-enix.com/ffxiv/t...n-combo-button

    tl;dr: The various occasional threads on the issue always seem to attract those both vehemently in favor and opposed, and there is no convincing either side. Personally, I don't see what's wrong with the idea, regardless of what side of the fence you're on, so long as it's optional, but the response is always "don't touch muh buttons" and "your idea is terrible and dumb" and "hitting 1, 2, 3 is fun and engaging compared to 1, 1, 1" and "I don't personally have any hotbar space issues, so therefore this is 100% unnecessary" which aren't really valid arguments assuming this setting is optional.
    (2)
    Last edited by Raldo; 07-17-2019 at 01:20 AM.

  4. #4
    Player
    EnigmaticDodo's Avatar
    Join Date
    Jan 2019
    Posts
    391
    Character
    Maetimoht Berkbraena
    World
    Gilgamesh
    Main Class
    Arcanist Lv 51
    I think I'm in the minority that likes to press numerous different buttons & kinda was upset at the button squish lol. I'd be cool with this if it was purely optional, but at the same time, I'm kind of against it.
    (0)

  5. #5
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    It'd be awkward when you have multiple combos that start with the same skill. But the main reason SE refuses to do it is that it's a step too close to a generic "do whatever is useful" button that's about as interesting as auto-attacks.
    (2)

  6. #6
    Player
    Raldo's Avatar
    Join Date
    Jul 2011
    Posts
    2,563
    Character
    Raldo Volca
    World
    Coeurl
    Main Class
    Marauder Lv 80
    I'm not sure why having multiple combos starting with the same skill would be awkward. Back when WAR had two PvP combos, both combos started with Heavy Swing. The first press of either combo button 1 or combo button 2 would advance both combos. It executed Heavy Swing regardless of which combo you initially pressed and you could still decide which combo button to press after that.

    I would disagree that 1-2-3 is any more or less interesting than 1-1-1. I mean, all your other buttons aren't going anywhere. If combat were as simple as pressing 1-2-3 over and over, I wouldn't still be playing. However, I've heard that argument enough times that clearly a large amount of people believe it to be true. Either way, so long as this was optional, none of the detractors need to care one way or the other about it.
    (0)
    Last edited by Raldo; 07-17-2019 at 06:23 AM.

  7. #7
    Player
    JesterMan491's Avatar
    Join Date
    Jul 2019
    Posts
    2
    Character
    Adelaide Balmora
    World
    Goblin
    Main Class
    White Mage Lv 65
    ok, first of all, don't do this.
    that being said.... i DO have a "brain-dead" single target macro for semi-afk questing as PLD. it is extremely inefficient.

    /ac "Shield Lob"
    /wait 2.5
    /ac "Fast Blade"
    /wait 2.5
    /ac "Riot Blade"
    /wait 2.5
    /ac "Goring Blade"
    /wait 2.5
    /ac "Fast Blade"
    /wait 2.5
    /ac "Riot Blade"
    /wait 2.5
    /ac "Royal Authority"
    /wait 2.5
    /ac "Total Eclipse"

    i have it set to the ~ key, and only use it when i'm questing solo, and would rather focus on BS'ing in chat, or watching/reading something on the other screen.
    when i see the AoE go off, i know it has completed and i tap the macro again (every 20 seconds or so) until the fight is over.

    this is the closest thing i can think of to what you're asking, but really, dont do this. ESPECIALLY when in groups.
    (0)

  8. #8
    Player
    Callinon's Avatar
    Join Date
    May 2014
    Location
    ???
    Posts
    1,557
    Character
    Callinon Soulforge
    World
    Ultros
    Main Class
    Dancer Lv 90
    Can't do fractional wait times. Wait times are always integers.
    (1)

  9. #9
    Player
    JesterMan491's Avatar
    Join Date
    Jul 2019
    Posts
    2
    Character
    Adelaide Balmora
    World
    Goblin
    Main Class
    White Mage Lv 65
    you cant? fractional wait times always work for me, as long as its a value of .5

    ...although that is only if the wait timer is on its own line with "/wait #", it will not work with "<wait.#>" at the end of a line.
    (0)

  10. #10
    Player
    Callinon's Avatar
    Join Date
    May 2014
    Location
    ???
    Posts
    1,557
    Character
    Callinon Soulforge
    World
    Ultros
    Main Class
    Dancer Lv 90
    Quote Originally Posted by JesterMan491 View Post
    you cant? fractional wait times always work for me, as long as its a value of .5

    ...although that is only if the wait timer is on its own line with "/wait #", it will not work with "<wait.#>" at the end of a line.
    It'd be hard to see without some kind of timer to actually measure (unless you're really good at counting half seconds), but yeah the wait timer always operates in integers.
    (0)

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