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  1. #1
    Player
    Reynhart's Avatar
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    Reynhart Kristensen
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    Quote Originally Posted by shao32 View Post
    consolidating combos affect greatly the combat feeling of the jobs, not everyone wanna spam the same buttoms all day no matter what they do
    So, some people don't want to spam the same buttons, but some people also don't want to lose some skills because of button bloat...you'll eventually reach one point where you won't be able to please all of them, and choices will have to be made. And one of the decision doesn't change the actual flow of combat, so I feel this would be less troublesome to getting used to.
    Quote Originally Posted by shao32 View Post
    updates to current skills so become something diferent under specific circustance, example DRG raiden trust and nastrod.
    But, that's consolidated skills. There's not much difference between Raiden Thrust replacing True Thrust when "raiden thrust ready" or Vorpal Thrust replacing True Thrust during combo. Same for Nastrond and Geirskogul, VerHoly/VerFlare or Scorch replacing earlier spell "combos".
    Quote Originally Posted by shao32 View Post
    applied to our combos as something optional is one thing, force every player to accept for now they have to spam the same button is another
    Setting the same combo multiple times wouldn't be that a problem, but even then, if you consolidate combo as an option, you'd still have to take into account that people won't use the same number of shortcuts when adding new skills.
    Quote Originally Posted by shao32 View Post
    they are oversimplified for a reason, one bcs is pvp and want you to focus on the combat and what players do rather that your bars and for roleplay to make it simple to clear for ppl that didn't toutch the respective jobs of the history
    Again, it has nothing to do with how the system could be added to every combo without massive development cost since the template already exists.
    Quote Originally Posted by shao32 View Post
    you forgeth this is a theme park game, they aren't going to make jobs much more complex that we have now
    Being a theme park is not an issue. Right now, I'm pretty sure you could clear any content except Savage and EX primal without even applying Darkside once. The added complexity would be for more advanced players and when tackling endgame content. And frankly, consolidating combos would be more new-player friendly since it would guide you through your basic combo. And, it would be much more friendly to controller players, since it would allow more skills to be placed on the right side of the crosshotbar, which is much more comfortable to use.
    (1)
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.

  2. #2
    Player
    shao32's Avatar
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    Shao Kuraisenshi
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    Gunbreaker Lv 90
    Quote Originally Posted by Reynhart View Post
    But, that's consolidated skills. There's not much difference between Raiden Thrust replacing True Thrust when "raiden thrust ready" or Vorpal Thrust replacing True Thrust during combo. Same for Nastrond and Geirskogul, VerHoly/VerFlare or Scorch replacing earlier spell "combos".
    they are complety diferent stuff, one thing is having one skill changing to other under certain effect for a specific time on your rotation like all the skills we have consolidated right now and other thing is consolidating entire combos creating a single buttom spam nature on all jobs, im not against the first one, im complety against the second one since it hurts a lot buttom diversity and no matter how much you repeat just add more of the same spam buttom it's doesn't help, make it optional as much not a request to play the game.

    Quote Originally Posted by Reynhart View Post
    Setting the same combo multiple times wouldn't be that a problem, but even then, if you consolidate combo as an option, you'd still have to take into account that people won't use the same number of shortcuts when adding new skills.
    to a visual standpoint it's a problem

    Quote Originally Posted by Reynhart View Post
    Again, it has nothing to do with how the system could be added to every combo without massive development cost since the template already exists.
    if you only implement the consolidated combos we have already not much, im talking about all te work after that to implement more and more mechanics and buttons to don't leave our hotbars empty.
    Quote Originally Posted by Reynhart View Post
    Being a theme park is not an issue. Right now, I'm pretty sure you could clear any content except Savage and EX primal without even applying Darkside once. The added complexity would be for more advanced players and when tackling endgame content. And frankly, consolidating combos would be more new-player friendly since it would guide you through your basic combo. And, it would be much more friendly to controller players, since it would allow more skills to be placed on the right side of the crosshotbar, which is much more comfortable to use.
    we are talking about the same comunity that cry to make everything more easy with every job and content, this thread was made to make gnasing fang combo a brainless 1 buttom spam not to add more complexity, there is a point where adding more complexity to the jobs can affect the develop of fights, the complexity of a job and the fight are complementary, while one can be archive without making combos 1 buttom the other have no limits.
    (0)

  3. #3
    Player
    Reynhart's Avatar
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    Quote Originally Posted by shao32 View Post
    they are complety diferent stuff, one thing is having one skill changing to other under certain effect for a specific time on your rotation
    The certain effect being "landing the previous weapon skill succesfully". If using Fast Blade would make you "Riot Blade ready", it would be the same, just on a more general scale.
    Quote Originally Posted by shao32 View Post
    if you only implement the consolidated combos we have already not much, im talking about all the work after that to implement more and more mechanics and buttons to don't leave our hotbars empty.
    You don't have to fill every slot, you just have the room for it. And each expansion implements new mechanics, so it would not be that noticeable.
    Quote Originally Posted by shao32 View Post
    we are talking about the same comunity that cry to make everything more easy with every job and content
    Yeah, the same community that still didn't prevent Savage and Ultimate content in Shadowbringers. There is still room to add complexity to the game, most players won't simply use it if they only focus on MSQ and Dungeons.
    Quote Originally Posted by shao32 View Post
    this thread was made to make gnasing fang combo a brainless 1 buttom spam not to add more complexity
    No, this thread was made to suggest that Gnashing Fang on one button would reduce button bloat.
    Quote Originally Posted by Riko_Futatabi View Post
    The moment I got Continuation at level 70 and saw how it worked. I questioned why the Gnashing Fang combo also wasn't one button. I feel Gunbreaker has a lot of skills and to reduce "button bloat" having this work as Continuation does on one button would help slightly with that.
    And it's especially related to Gnashing Fang since you can't even use the following steps of the combo if you don't started it. So, there's really no "Oh, crap, I pressed Royal Authority instead or Riot Blade".

    My suggestion is that it would also allow more animations to make job less repeating visually and help reduce the need to remove skills when they decide to add more.
    (2)
    Last edited by Reynhart; 10-18-2019 at 11:16 PM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.

  4. #4
    Player
    shao32's Avatar
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    Shao Kuraisenshi
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    Gunbreaker Lv 90
    Quote Originally Posted by Reynhart View Post
    The certain effect being "landing the previous weapon skill succesfully". If using Fast Blade would make you "Riot Blade ready", it would be the same, just on a more general scale.
    its not the same, while DRG rotation for expample still encourage buttom diversity while upgrading certain skills for proper management of you rotation putting 1 skill after another on the same buttom will afect gratly buttom diversity compacting all GCD in to a few buttoms increasing the spam rate for no reason.

    Quote Originally Posted by Reynhart View Post
    You don't have to fill every slot, you just have the room for it. And each expansion implements new mechanics, so it would not be that noticeable.

    No, this thread was made to suggest that Gnashing Fang on one button would reduce button bloat.
    i will put this together, first there is no problem of buttom bloat, the OP probably didn't use shortcuts properly to claim that, tanks have the less amount of ofensive skills and most defensive skills and stuns are pretty much situational, i been playing this game for 6 years now and they didn't go in to a problem of there is to much buttoms and i still have shorcuts i can use if i want to and i have unused, so is for laziness or missinformation about mapping your skills properly.

    Quote Originally Posted by Reynhart View Post
    Yeah, the same community that still didn't prevent Savage and Ultimate content in Shadowbringers. There is still room to add complexity to the game, most players won't simply use it if they only focus on MSQ and Dungeons.
    the same comunity that make several dutys and dungeons get nerfed bcs too hard for they braincells yeah, the same comunity that are going to get new game plus with a very easy option, and how savage as become more easy since alexander.

    Quote Originally Posted by Reynhart View Post
    My suggestion is that it would also allow more animations to make job less repeating visually and help reduce the need to remove skills when they decide to add more.
    you can archieve the same with skill upgrades, inner beast and fell cleave for example are a good example, if the devs use more this, animation diversity will be greatly increase depending if you are sync or not, upgrading animations as a reward for manage properly you rotation like DRG ones is a great way to archive that and obviously stop creating inner release windows everywhere.

    removing skills will be eventually thing for whatever reason like what happen to dark arts or what they did to delirium , scourge being sustituted by bloodspiller rotation wise so it won't make anything more easy until you start consolidating more and more and more until you have full rotations in 1 single buttom and start calling this kingdom hearts online.
    (2)
    Last edited by shao32; 10-19-2019 at 12:16 AM.

  5. #5
    Player
    Reynhart's Avatar
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    Quote Originally Posted by shao32 View Post
    you can archive the same with skill upgrades, inner beast and fell cleave for example are a good example, if the devs use more this, animation diversity will be greatly increase depending if you are sync or not, upgrading animations as a reward for manage properly you rotation like DRG ones is a great way to archive that and obviously stop creating inner release windows everywhere.
    "Achieve"

    Your specific example is interesting because to attain that, they had to remove a strategic option. Sure, most hungabunga-WARs avoided Inner Beast like the plague, but, if things went down, they still had the option to pop Defiance, use Inner Release, and spam Inner Beast to refill lots of HP, while, let's say, waiting for the RDM or SMN to raise the two healers.

    If they keep removing skills and thus, options, it will only make fights be on rail even more, since you will have less way to overtake a bad situation.
    (1)

  6. #6
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    shao32's Avatar
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    Quote Originally Posted by Reynhart View Post
    "Achieve"

    Your specific example is interesting because to attain that, they had to remove a strategic option. Sure, most hungabunga-WARs avoided Inner Beast like the plague, but, if things went down, they still had the option to pop Defiance, use Inner Release, and spam Inner Beast to refill lots of HP, while, let's say, waiting for the RDM or SMN to raise the two healers.

    If they keep removing skills and thus, options, it will only make fights be on rail even more, since you will have less way to overtake a bad situation.
    thanks for the correction ^^

    well lets be honest, WAR case was special bcs the tank stance simplification, WAR was for year a interesting concept that didn't never work bcs dps over everything, a job that could switch stances depending of what they need was fun and to be honest his versatility give them a great adventage to many years,but since they didn't ever bother to properly desing WAR around that concept it gets deleted same with the dark arts mechanic how was degradated and eventually removed in post of simplification and now both jobs are... well you know what they are, it's mostly fault of the lack of vision of the devs more that anything else and still the mitigation vs dps is a lost fight.

    raids have never been really kind with chances to overtake anything on savage and more at least, hard enrages and instant kill mechanics are pretty much invalidate that, defiance and his old kit was really nice, in fact makes WAR op in a situation they have to go full wall mode but in reality was useless and create disparity betwen the comunity, "no you have to be full deliverance" "no, i wanna be a tank not a dps" ect ect, cover is pretty dead right now too all that stuff.
    (0)