Thats cute if you play with keyboard but on controller it sucks having to switch layers for a combo, also certain commands i need on all or at least most pages...https://www.dropbox.com/s/tknvtk5gfj...tbars.png?dl=0
I am missing a couple role actions on GNB but I have plenty of room as you can see.
Nothing about the job design or kits have to change. As proposed, this would be optional, so they would still design the jobs around full sets of discrete buttons.
... No. This doesn't make sense at all. There's plenty of stuff in the game that exist but doesn't apply to everyone. MP, for example, exists, but is really only relevant to half of the jobs. Likewise, cast bars while they are used for stuff like Return or interactables are a UX component developed that are far more relevant to casters.It's simple. Three buttons. One for DPS combo, one for the specialized combos, one for AOE, changing based on the form you are in.
Only concession I'd give is it doesn't work with Perfect Balance, an actually valid point you didn't address. You can have two buttons for the two combos, even if they start the same. It still halves the number of buttons. Don't think Atonement has to be included in the PLD one but I guess that's up to the UX designers. Actually, Fang and Claw and Wheeling Thrust are implicit combos, not explicit combos. They are not real combos per se, but attacks you can use by a state activated by your combo, denoted by a buff. Sounds technical, but it means it would be too strange to have the first three hits of the two main combos be compound buttons, and these two actions to be separate. Or the UX designer can combine them; just making a point.
That's why you set your buttons up smartly. You get what again, 12 buttons per page? Start with your combo, IE, the thing you're always doing constantly, and then sticking stuff that has cooldowns on a modifier page, whatever those are and work from there. Can't be THAT difficult to do. It's just a matter of setting them up in an intelligent way. There shouldn't be any reason to split combos up.
in their defense, i have a similar but different issue.That's why you set your buttons up smartly. You get what again, 12 buttons per page? Start with your combo, IE, the thing you're always doing constantly, and then sticking stuff that has cooldowns on a modifier page, whatever those are and work from there. Can't be THAT difficult to do. It's just a matter of setting them up in an intelligent way. There shouldn't be any reason to split combos up.
i map all my role and similar abilities for tanks on the same places in my cross hotbar. (stuff such as rampart, 30% mitigation, my aoe mitigation/ shield, self heal, etc)
i have no problem mapping them all to the same places, even on pld which has a lot more buttons than drk and war. however i have to use a different setup for gnb because of the continuation combo.
its not a huge deal but consolidating it would actually let me map my utility buttons the way i like to since itd free 2 slots. like i said its not a huge deal but i end up having conflicting muscle memory when playing on gnb because of this
I agree that it wouldn't work for jobs that have split combos, as mentioned, or for monk's complexity.
But for the fixed combos, hell yes! PvP bars are much better also because of that. And why does it feel like you're doing less just because you're pressing 111 instead of 123? You're not doing less, you're just reducing bloating and optimizing the space. You don't have to be a better player to press 3 buttons in succession instead of 1 three times.
Just thinking of for example RDM melee combo, it's 3 buttons you only use a bunch of times in a fight and only in a specific order, what's the use of them taking 3 slots?
Okay, because a lot of people seem confused about how this would work with multiple combo paths, here is an example of Samurai, which i find horribly laborious to play.
as you can see here, the first ability, hakaze chains into Yukikaze, or it activates Jinpu/Kasha which chains into Gekko/Shifu.
This would only require 3 buttons instead of 6.
the Samurai already has a lot of buttons, off cooldown skills, buffs... having a few more free slots would be much better.
And how do you match that with Meikyo Shisui? You made the button give you the last one already?Okay, because a lot of people seem confused about how this would work with multiple combo paths, here is an example of Samurai, which i find horribly laborious to play.
as you can see here, the first ability, hakaze chains into Yukikaze, or it activates Jinpu/Kasha which chains into Gekko/Shifu.
This would only require 3 buttons instead of 6.
the Samurai already has a lot of buttons, off cooldown skills, buffs... having a few more free slots would be much better.
Apart from that I don't know too much about Samurai cause I levelled it unenthusiastically and then stored.
But take for example Ninja, with that system you'd be only saving up one slot, since you'd only put together Spinning Edge and Gut Slash. Same thing for Paladin's dps combo (at least from where I'm at, not sure if it gets more complicated after 65).
well, sure why not, i never use it for Jinpu or Shifu anyway, optionally , make Gekko trigger the Buff os Jinpu and Shifu trigger the buff of Kasha as well.
If you didn't play the Samurai, well it makes my hand hurt after a while because there are so many hotkeys.
I never played the rogue/ninja, but one button less is one less, it doesn't matter how much each class would be affected by this, some more some less, some not at all, if classes don't have these stupid combo chains with multiple buttons in the first place , they are fine i guess, as i said, my White mage doesn't have a single combo chain and it is alright.
Last edited by Arohk; 05-24-2020 at 06:41 AM.
I personally would prefer 1 2 3 1 2 3 combos to be eliminated entirely. They feel like such a cheap, tacky, low-effort way to add extra buttons and artificial class complexity. I actively play both WoW and FF14, and each game has its strengths and weaknesses, and one thing I like about WoW is that it doesn't use 1 2 3 1 2 3 combos in class abilities.
Last edited by Feronar; 05-23-2020 at 10:28 AM.
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