we have decided to remove your alternative combos, new gauge which fills up after using 2 two Gekkos you will get a midare which is now instant cast
please look forward to it.
Going off their current job design, I guess Sam would just press 1 over and over and over again until we can pop our finisher and then we go back to bashing our forehead on 1 until we get to use another finisher.
They don't have a track record of building on the gameplay, they just remove and make things braindead. If you *genuinely* think they won't do this, look no further than the healers.
This.
Combos consolidated into 1-2-3, builds up another gauge or maybe they keep a generic SAM sticker (just so you don't have two gauges), spend 50 gauge/2 stickers to Midare.
Pictomancer says, "Hi!"
Combos consolidated into 1-2-3, builds up the palette gauge and gives you a white paint sticker. Spend 50 gauge to empower attacks. Spend a sticker for an instant cast.
I've said it before and I'll say it again: the existence of consolidated combos isn't a factor about how complex or simple a job is. Picto takes more thought than most of the melee jobs and has its buttons consolidated, SMN could remove most of its consolidation into about 40 separate skills and it'd still boring (putting the Ifrit dash combo into 2 buttons doesn't suddenly make SMN fun).
A combo represents a single choice 90% of the time in a kit, there's no reason to press 2 a second time in a row, or press 3 immediately after 1. If combos were more free-form and had different effects based on when they were used in a combo, then there'd be an extremely valid reason to not consolidate (Monk being the prime example of such a job thanks to Perfect Balance). Aravell brought up one of the few times breaking a combo is valid (restoring MP via 1-2-1-2 on PLD), I'd also agree with breaking combos for alignment reasons. Outside that, I don't see why there shouldn't be an option to consolidate them (with an option to not only keep the combos as-is, but also to separate many of the new combos that got introduced).
As for SAM, consolidated combos would mean that it gets 5 buttons to represent its combos; 3 for single target, 2 for AoE. Consolidated combos != 1 button job, if a job suddenly starts playing like a healer because of consolidation, then I'd argue that the job already plays like one and the combo is just an illusion of depth (hello DRK). The problem of job design has to do with the jobs lacking depth, personality, and interactivity, not whether it uses 1-1-1 or 1-2-3 for its filler.
But the midare will be instant cast you gotta remember what they did with ninja this patch lol.
Consolidating the 123s while NOT adding any new skills would be the entire point here. The point is not removing 123s because they're hard to execute, the point is that it's a pain to fit them on the keyboard in a way that makes sense, while still being able to fit the other 25-30 skills somewhere and all that in a way that still allows you to move your character and won't make your hand ache after 15 minutes.
Besides that, I really do feel like that this game has already reached it's button count <> game complexity point, possibly long ago. There's no need to have 50 skills that do nothing but combo'ing into each other with ''10 added Potency''. I mean, I really do like FFXIV otherwise I wouldn't be here playing the game and doing posts trying to make it better but I'm not oblivious to the fact that the game mechanics/job mechanics/enemy mechanics are actually way simpler than what even Vanilla WoW had in 2004. Which might be fair seeing that it's a console game that needs to be playable while lying on the couch with a controller.
People like you genuinely leave me fucking baffled.Consolidating the 123s while NOT adding any new skills would be the entire point here. The point is not removing 123s because they're hard to execute, the point is that it's a pain to fit them on the keyboard in a way that makes sense, while still being able to fit the other 25-30 skills somewhere and all that in a way that still allows you to move your character and won't make your hand ache after 15 minutes.
Besides that, I really do feel like that this game has already reached it's button count <> game complexity point, possibly long ago. There's no need to have 50 skills that do nothing but combo'ing into each other with ''10 added Potency''. I mean, I really do like FFXIV otherwise I wouldn't be here playing the game and doing posts trying to make it better but I'm not oblivious to the fact that the game mechanics/job mechanics/enemy mechanics are actually way simpler than what even Vanilla WoW had in 2004. Which might be fair seeing that it's a console game that needs to be playable while lying on the couch with a controller.
The combat is fucking braindead already. How boring do you want the game to be?
Why not just play a mobile game with an autoplay feature if you hate pressing buttons in a videogame so much?
What is exciting or engaging about pressing 30 buttons in a fixed rotation that all do nothing but damage? It doesn't make a game that has maxed out it's core complexity more compelling to play. There is an exact reason why it's possible to clear the games hardest content with 1-button-hacks. What is ''fing braindead'' is not removing mundane/nonsensical buttons but the game design itself. Open world basically doesn't exist and all the mainstream instanced content is ''dodge orange/watch arms + gimmick mechanic X'' inside a tiny box. So either you are like me and found your love in side content or really good friends keep you logging on or you probably already left for greener grass elsewhere.
I mean, if you, others or Yoshida himself really feel like that a job must be stuffed with 40 clockwork-like skills, no matter how nonsensical and 'dial a combo' mechanics for the game to not enter mobile territory then something is fundamentally wrong.
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