Quote Originally Posted by Kuroka View Post
Which would free up more slots for other stuff, imagine actually having more ogc moves or even chained moves like GNB has, you could make a 3-4 step base combo flavoured with just as much moves inbetween and even branch it out to use different skills, like, adding a buff at the end, a stack to your jobgauge...

Rly lazy ppl could just spam the combo and maybe some ogc, but skilled ppl could weave like crazy.
Quote Originally Posted by Arohk View Post


this is exactly what i am talking about, i think you finally get my point.
can't use #2 unless i use #1, can't use#3 unless i use #2, so it is a waste of space to have #2 and #3 in the bar.
my combo is 1-4-2-4-3-4, but it can jsut be 1-4-1-4-1-4, thats 2 buttons to do the same thing instead of 4 buttons.


Now what you're describing is very reminiscent of the original version 1.0 combat. The one before Yoshida took over.

A button that you spam to attack, and then "weave" abilities between spamming.

That is literally version 1.0.

The game they said was too horrible to save.



Quote Originally Posted by Brightamethyst View Post
The problem with combos is that they're fake complexity not real complexity.

Combos are not complicated or interesting. They're interesting in theory, with the idea of needing some amount of skill to use them properly, but that's not how it actually works in practice. It's literally just 1-2-3. Unless you accidentally fat finger a wrong button there's no real way to screw it up even now. There's no skill needed beyond the ability to press 3 buttons in the same order over and over.
Pressing 1 1 1 1 1 1 over and over is more interesting? You do realize thats whats being asked here?

Arent healers complaining that they are extremely bored and infuriated that healing damage is reduced to only 2 buttons?

Talk about inconsistency to the extreme.