Personally like the idea of combining certain things but only so much in that it means adding new things. Like sure you can collapse most combos down, but if it means pressing less interesting patterns on the keyboard with no gain then.. eh.. didn't seem like that needed to be done. But if you say make spells that clearly stack or are bound in a clear strict hierarchal order of operation relationship combine so then you can add more new interesting spells.. sounds like a good deal.
Also depends on if a job has a lot of buttons that they have to press all of them or if they have a lot of buttons and only press some of them. Like Paladin has a few situational skills that you'll not be pressing 24/7 (you don't clemency or cover on cooldown for example).
I guess ultimately it comes to 'feel'. Like you might be able to turn a job into 5 skills but that would probably feel really boring, to many at least. But a job with 30 buttons that could have a really cool new skill, please do combine some stuff then.
There is also perhaps that concept that some jobs should be a bit more complex and others a bit simpler so you have different jobs for different folks.
Like to me I don't think every melee needs a positional, there could be other cool things to do, but I certainly believe it makes an interesting mechanic that some melee should have to consider at least.
I don't think we're disagreeing, or at least it's not obvious to me that we would, but just wanted to expand on the idea that while we could make extremely condensed versions of every job in as few buttons as possible doesn't mean we should and more that the feeling of play and as well the variety of play styles might demand that some jobs are condensed and others maybe should be less condensed.
I know your point was more on "if on cooldown = bad" is not a good outlook, but just wanted to say sometimes condensing is good.
Also.. I wouldn't mind if role abilities take a hike and each job gets something more in line with their own identity. You might still very well have 'provoke' on each tank but that it might have a slight flare, animation, name, and general identity I find kind of cool. There are ways to add twists to the skill without making it so one tank's variant is garbage fire compared to another during the more demanding of balance sav / ex / ultimate content.
Sure every tank should have a CD for reducing damage but it would be nice if they're not all exactly the same lol. So to me I see role actions as being very easy to balance / set expectation.. but just seems to be the least exciting solution.
tl;dr- I'm all for condensing skills and removing role actions so long as new exciting mechanics and spells replace the new empty space.



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