Quote Originally Posted by CKNovel View Post
More than that, it's button bloating with buttons you won't use. It's okay to have an action or two that will be rarely used such as AoE combos. It's better than spamming the same button again and again when there's multiple targets.
For the past weeks, I've been doing nothing but farming Diamond EX, how much did I used Auto-crossbow? Not a single time. The buttons just takes space.

Skills should not be designed for which content, but for all battle content. Dungeon, Bozja, Savage, Extreme, Ultimates, Unreal, they should be usable in every content. And if it's based on a choice (ST/AoE for exemple) it shouldn't be unbalanced, not the same choice 95% of the time. I think there was a single time when Bio Blaster was worth the use in savage.
Yeah I agree! And again is encounter design... Despite a couple of Castrum Lacus Litore fights, we don't have a single raid boss encounter in this expansion where you'd have to actively use AoE (unless there's mechanics in Savages that I'm not aware of). Honestly that 2nd boss in Pag'than (sp?) is kinda of refreshing because it's basically an AoE fight for the most part of it.

Likewise, why ranged dps even have an interrupt? The only time I remember having to pay attention is in Puppet's Bunker 1st trash segment. Or healers with Repose?

I wish XIV's encounters had more variety in what is asked from the players, because right now (esp. on the Savage fights I could take part of) the only challenge is towards who can memorize which way to go better to avoid telegraphs. The only thing I miss from WoW is how uniquely designed their encounters are, and how they ask to explore all aspects of a player's kit there. In the same boss fights you have interrupt windows, burst windows, aoe windows, etc.