yeah i agree, that Fire in Red and Blizzard in Cyan (and the IIs by extension) also should be the same button being altered by Subtractive Palette


yeah i agree, that Fire in Red and Blizzard in Cyan (and the IIs by extension) also should be the same button being altered by Subtractive Palette


I see 2 possibilities
1- intentional bloat to avoid having too few buttons
If we remove all the above mentionned bloat, we get
2 > 1 : red,blue,green + cyan,yellow,magenta
2 > 1 : White + Black colors.
3 > 1 : Paint Hammer, Activate hammer, Cast Hammer
2 > 1 : Paint Landscape, Activate Landscape
We'd go from 9 buttons to 4, so 5 less buttons. The job action bar would feel very empty and that's something they simply might not want since they do aim at a certain amount of actions for all jobs.
2- Future proofing some concept
This would mostly be for Hammer and Landscape, but perhaps they have ideas for a new landscape and a new weapon for 110. Therefor, already having buttons split is a good idea. It avoids future reworks and allows to simply add more buttons easily.
This does not explain the whole color buttons. Following their logic, assuming they'd do new colors like "basic palet with black/white" with something like "Flowers in Pink, Cream in Pale Yellow, Bubble in Azur" they'd need to add another button which then would make the current bloat even more apparent.
But for the painting it makes a lot of sens to separate those if they indeed plan on giving us something like a 3min weapon or a special transition landscape
Having this be forced button bloat doesnt make much sense. Separating regular and subtractive is largely fine, you expect the change because youre usually swapping to them right after, but at least for holy/comet, it feels HORRIBLE. You arent using comet immediately usually, since its also your mobility tool, and you have a lot of other burst to get through as-is. So when you need to move later and hit your holy to cast on the move, you just waste GCDs confused for a while because its comet now. Even just letting us still use holy would solve so many problems instead of locking us out if they REALLY want comet to be a separate button for no reason.I see 2 possibilities
1- intentional bloat to avoid having too few buttons
If we remove all the above mentionned bloat, we get
2 > 1 : red,blue,green + cyan,yellow,magenta
2 > 1 : White + Black colors.
3 > 1 : Paint Hammer, Activate hammer, Cast Hammer
2 > 1 : Paint Landscape, Activate Landscape
We'd go from 9 buttons to 4, so 5 less buttons. The job action bar would feel very empty and that's something they simply might not want since they do aim at a certain amount of actions for all jobs.
2- Future proofing some concept
This would mostly be for Hammer and Landscape, but perhaps they have ideas for a new landscape and a new weapon for 110. Therefor, already having buttons split is a good idea. It avoids future reworks and allows to simply add more buttons easily.
This does not explain the whole color buttons. Following their logic, assuming they'd do new colors like "basic palet with black/white" with something like "Flowers in Pink, Cream in Pale Yellow, Bubble in Azur" they'd need to add another button which then would make the current bloat even more apparent.
But for the painting it makes a lot of sens to separate those if they indeed plan on giving us something like a 3min weapon or a special transition landscape

RTB/CYM and W/B definitely need to be condensed.
I can see the argument for keeping the "activate" and "use" hammer buttons separate to make sure you can always see what the cooldown/charge stockpile situation for the "activate" oGCD is.
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