This was done in PvP due to the faster paced and unpredictable nature. Supposedly, they were afraid people would focus too much on their hotbars whereas PvE lacks such a problem since everything is scripted. With that said, it's been near universally hated. Why? It reduced all the jobs to essentially spamming one or two buttons. While yes, the current combo system is little more than an illusion. It feels better—at least for many people—to press 1234 instead of 1111. And Astro highlights more than ever why how a job feels can heavily impacts the enjoyment. Personally, I want them to make new combos chains; like True Thrust -> Vorpal Thrust - Full Thrust having a different effect than the current Chaos Thrust combo. If they did that, or added an entirely new combo, I could maybe be convinced of combo consolidation. If it's simply reduce Dragoon down to 22221111 and add two new oGCDs. Yeah, no. Hard pass on that.
While I agree, macros in this game are horrible. I have to say, you're really over-exaggerating the severity of button bloat. Paladin and Scholar are arguably the only two major culprits here; with maybe Samurai being another. Even they can fit all of their abilities—with space to spare—across three hotbars. If you're running out of space, I have to wonder if you clutter your hotbar real estate with emotes, mounts, minion and waymarkers. In which case, that has nothing to do with job abilities.3. Makiing macros queue. I don't know whose idea it was to decide that people who use macros should be punsished. If those who do not understand what queueing is, it is that you are 1 second slower than everyone else when you use an ability that is macroed. There is nothing lazy about macros when you don't have space to support the 50-100 abilities that people wish to have in the game. Not everyone wants to play with every single key hotkeyed to every number and letter of a keyboard. You must think of other people other than yourself. I guess people like remembering 150 buttons you just had to press to have a perfect rotation ad if you make one mistake you lose so much dps. Unforgiving. If this is what the player base says, then I say no.
Ultimately, people want new things because, well, new buttons are fun. Although, I'm of the opinion upgrading older skills is the way to go.
Because Saboteur classes are notoriously difficult to balance. A significant problem with Astro has been how much utility it brought compared to Scholar and White Mage. In fact, the whole new card system was intended to mitigate the dominance Balance had. As for stuns and such. There just... isn't a point to them. Don't get me wrong, I'd love to see a greater emphasise on crowd control and such but when dungeon design boils down to simplicity mobs who hit like wet noodles. Using any sort of crowd control that isn't damage focused (i.e., Holy) accomplishes nothing. If dungeons took more inspiration from the higher floors of Deep Dungeon, where you have priority mobs that can and will murder the party easily. Crowd control suddenly has a purpose. Alas, I highly doubt we'll see that as the dev team seems fairly set on keeping dungeon design, well... basic.4. You give Astrologian to buff people but you won't give a class to debuff monsters. Yet the ones in the game are trash Bind, stun really? They used to be somewhat useful. I mean now, everyone and their mother is immune to it you have made certain abilities in parts of the game completely useless. I would like to have a chance to stun monsters to stop them doing certain thing. I would also like to reduce the strength or vitality of a target without stepping on am Astrologian's shoes. And for the love of all what you believe in, stop giving us more skills that do the same damn thing. I mean there is no reason to have a 52 button dps rotation, a tank rotation, or adding such a rotation on a healer it would make it unbearable.
In a multi-player game. Customization like this inevitably boils down to which abilities are mathematically superior. Someone who likes customizing their Meditation stacks to spam more Shoha aren't being creative if putting that effort towards Midare nets higher damage. They're just wrong. I'd love to bring in mild customization like FFVII Remake did but balancing that would be a nightmare. Saying they can just take a chainsaw to the existing system ignores the sheer workload such a massive overhaul entails. You're talking about a fundamental change to the entire skill system. At that point, they're better off making a new MMO altogether.5. Why not add a mastery system that lets a player master their own abilities that make them a little bit stronger than they were before? Or add new effects to them instead of adding more abilities which makes the game even more hard to play. If you need to take a chainsaw to the abilities and rebuild them slowly then good. I am fine with that, but when you say that you are going to spend your time to rework healers and you don't actually fix what is wrong with them? I have a problem with that.




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