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  1. #61
    Player
    Daralii's Avatar
    Join Date
    Jul 2015
    Posts
    3,044
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    It's weird how there are so many controller-based action-RPG's that have engaging combat with 6 to 12 abilities.

    Meanwhile, FF14's action-RPG combat struggles to engage players with 20-30+ abilities.

    It's almost like the number of abilities you've got doesn't directly correlate to how engaged you are.
    It's not like there's much that's dynamic. Most jobs don't have procs and are(or will be in Dawntrail) locked to the 30/60/120 second windows, and most fights don't have much variance, so once you know a job's opener/filler/reopener well enough you can just turn your brain off for that. Things like invulnerability or add phases throw a wrench in that, but they're predictable(and that level of optimization doesn't matter much outside of Savage/Ultimate) and delaying cooldowns to account for them will also become second nature because of how tightly scripted the fights tend to be.
    (3)

  2. #62
    Player
    CNitsah's Avatar
    Join Date
    Jun 2020
    Posts
    717
    Character
    A'zalie Nitsah
    World
    Louisoix
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Sjol View Post
    Leaving us with: ~, 1, 2, 3, 4, 5, 6, Q, E, R, T, F, G, Z, X, C, V, B (18)
    Everyone does not have pianist hands. I can't get to 6 if I still need my basic position is wasd(qwerty)/zqsd (azerty). There is a reason why basic left index position is F and you use your right hand to type 7 in 10 fingers typing (which is comparatively to the same distance as 6 with your index on D). With your right index on D instead of F the keys 6, T, G and B are too far to be easily used for a lot of people, especially when your index basic position is W/Z instead of S (that meakes even V hard to reach without losing your base hand position).

    I would also add that only the numbers are useful for skills, since you can't really remap your keys every time you change job (or I just didn't search enough, in that case forget this part of the comment). You can't use most your list for ability. Basically, from those 18 button you pretend are usable, you can only use 6 for actual skills.
    (3)
    Last edited by CNitsah; 06-06-2024 at 07:44 AM.

  3. #63
    Player
    LilimoLimomo's Avatar
    Join Date
    Jul 2023
    Location
    Windurst
    Posts
    1,135
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Daralii View Post
    It's not like there's much that's dynamic....because of how tightly scripted the fights tend to be.
    Yup! And to be clear, I mean that for both your full comment that you wrote, and the playful edit I made out of it. ^^
    (0)

  4. #64
    Player
    angienessyo's Avatar
    Join Date
    Jul 2017
    Posts
    464
    Character
    Khulan Noir
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by CaedemSanguis View Post
    It’s a prank or do you guys are really aiming for a 50-60-70 buttons rotation ?
    Oh I'm not, I was just saying if they ever wanted more buttons in rotations, controllers would have to be designed differently to make it happen. I personally don't want more buttons. I main NIN, I got enough buttons already haha.
    (3)

  5. #65
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by CNitsah View Post
    Everyone does not have pianist hands. I can't get to 6 if I still need my basic position is wasd(qwerty)/zqsd (azerty). There is a reason why basic left index position is F and you use your right hand to type 7 in 10 fingers typing (which is comparatively to the same distance as 6 with your index on D). With your right index on D instead of F the keys 6, T, G and B are too far to be easily used for a lot of people, especially when your index basic position is W/Z instead of S (that meakes even V hard to reach without losing your base hand position).

    I would also add that only the numbers are useful for skills, since you can't really remap your keys every time you change job (or I just didn't search enough, in that case forget this part of the comment). You can't use most your list for ability. Basically, from those 18 button you pretend are usable, you can only use 6 for actual skills.
    Oh, I hear you. I have to move my hand out of position to even hit the '6' key. My point is that's the extreme and it only really leaves us with 36 max for the extreme. So, people asking for more than that are basically forcing you into contortionism.

    I would like to see it more like 24 or less. I think proc-based gameplay is a lot more engaging, personally. I'm firmly in the more keys does not equal more skill.
    (4)

  6. #66
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Daralii View Post
    It's not like there's much that's dynamic. Most jobs don't have procs and are(or will be in Dawntrail) locked to the 30/60/120 second windows, and most fights don't have much variance, so once you know a job's opener/filler/reopener well enough you can just turn your brain off for that. Things like invulnerability or add phases throw a wrench in that, but they're predictable(and that level of optimization doesn't matter much outside of Savage/Ultimate) and delaying cooldowns to account for them will also become second nature because of how tightly scripted the fights tend to be.
    From my experience, the dev team loves to design fights were the most attentive required mechanics just so happen to appear in the bosses rotation right around the time players use their two-minute burst windows. I can't speak for savage/ultimate, but it is most certainly present at the EX level. It matters in the sense that your "braindead" rotation isn't so braindead anymore because juggling it along with attention heavy mechanics often separates the men from the boys. As for tight DPS windows, it is also my experience that most encounters end because players fail mechanics far more than boss enrages anyway.
    (0)

  7. #67
    Player 1313's Avatar
    Join Date
    Apr 2024
    Posts
    347
    Character
    Payne Leonhart
    World
    Jenova
    Main Class
    White Mage Lv 100
    Quote Originally Posted by avaule View Post
    I can't do the WXHB. All that double tapping hurts my fingers after only a single duty. I just use it to show the same hotbars that LT+RT and RT+LT use so I can always see my cooldowns. Cycling hotbars with RB is fine for non-combat stuff, but it's a nightmare in combat constantly being on the wrong hotbar. So I'm pretty much stuck at 32 buttons in combat.
    I spent 20 hours in trap parties in 5.3 ish and ever since then I can't do double tap wxhb either
    (2)

  8. #68
    Player 1313's Avatar
    Join Date
    Apr 2024
    Posts
    347
    Character
    Payne Leonhart
    World
    Jenova
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Graveyardprincess View Post
    its not that hard we got 7 things you can instantly switch between without much movement of your hands lol its more diffuclt to use a keyboard with more than 12 abilitys than it is a controller with 100 abilitys

    one button is required to switch between our hot bars then we can instantly use the ability you can switch bars faster than the global cool down counts down lol\


    ps you have to be joking if u believe that its that hard, either that or you never played a fighting game on a console lol
    real gamers dont waste 25 hotbar slots on emotes , they use them for gaming lol
    (1)

  9. #69
    Player
    Jijifli's Avatar
    Join Date
    Jun 2015
    Posts
    1,384
    Character
    Jijifli Kokofli
    World
    Balmung
    Main Class
    Arcanist Lv 55
    Quote Originally Posted by Valkyrie_Lenneth View Post
    It went away because it made the opener in endwalker a nightmare. Has nothing to do with job gauge and everything to do with the number of times it had to be pressed along with other ogcds in a short window.h
    if it's about APM you didn't fix that either though, as the presses were simply replaced with Shinten.

    So it still fixed nothing. All it did was turn the kenki gauge into the Shinten gauge as there's nothing else you're going to have to use it on.
    (3)

  10. #70
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Jijifli View Post
    if it's about APM you didn't fix that either though, as the presses were simply replaced with Shinten.

    So it still fixed nothing. All it did was turn the kenki gauge into the Shinten gauge as there's nothing else you're going to have to use it on.

    Nono, its not about APM. Its specifically about the number of actions required in the burst phases. Specifically, 3 Kaitens were required in the opener, along with the other shintens and w/e, vs 2 in 5.x.



    Missing one kaiten killed your opener, vs a shinten drifting slightly out was much less of an impact.
    (1)

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