Why the snark?
I play melee casually. If anything this has made me consider that when compared to old MNK, which I played quite a bit (in casual content), I was left with no choice to make because the game made them for me. It also made me put myself into the shoes of less hardcore players for the simple reason that I don't play the role/job at a hardcore/raiding level, and further drove the point to me that yes, I couldn't wrap my brain around the 3 freeflowing forms of MNK (could only handle 2 at once, job mechanic just didn't click with me, but so it didn't either with a lot of people that found it way too hard to keep track of), which makes me understand why the devs would have done that on MNK's base combo, because ultimately they're designing for those players first and foremost.
But on the other hand, you have all those neat skills that are designed and added to both jobs, and... it doesn't matter, because you're just pressing the next one that glows up. So you can see how I'm conflicted about it? Does it make it clearer than the OP?
Kindly asking you to re-read the actual OP and search for the mention of basic 3 steps combos. The basic ones that don't branch, and only have a glowy button on autopilot, yes, even more boring, but usually they're not the sole mechanic of the job and there is other things to weave in. Unless your reply was just a gigantic troll of course, then good job, I fell for it.
SAM still has to rotate properly between 3 different branches of combos. I'm not saying this is hard or easy, I'm saying there is agency beyond "press the next glowy button".
RPR has agency whenever it wants to use soul slice between the filler combo. I'm not saying this is hard or easy, I'm saying there is agency beyond "press the next glowy button".
BRD or DNC have glowy procs to follow, but they're procs that can have agency whenever you want to spend them according to the job's mechanics or context. I'm not saying this is hard or easy, I'm saying there is agency beyond "press the next glowy button".
Even SMN has agency on which lego to use and when, and which of the 2 skills the lego unlocks to use first (for red and green), and it pains me to use it as an example.
And so on.
Yes, I do feel like that SE has indeed chipped away at the filler phases of every job in order to only focus on the 2min bursts (and the mild 60s ones for some jobs).



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