Quote Originally Posted by Shurrikhan View Post
What do you see as complexity?

If you, right now, could take every sequential action already consolidated and re-split them, would the game be more enjoyably "complex" for your doing so?

Heck, we could roll back upgrades taking the same key while we're at it, so we have to swap Gyofu and Hakaze, Fuga and Fuko, based on level, just as we had to do for Stone III/IV, etc. Would that likewise make the game more enjoyably "complex"?

For my part, complexity is in the decision-making.
  • If one wanted to mudra out every complex action available (such that Seigan is, say, [Focus]->[Snow]->[Wind] in rapid succession between GCDs), I couldn't care less that they'd then be able to do that in fewer buttons via those combinations.
  • Similarly, if one wanted to perform back-to-back Full Thrust combos off a single key, as compared to alternating Chaos and Full or spamming Chaos, I couldn't care less if they wanted to devote more buttons to a script that would reduce button presses.
What matters to me is purely whether there is a reward for holding Seigan, occasionally breaking from the standard rotational fluff, etc -- the actual nuance, the actual strategy, the actual opportunities for ingenuity -- not the button-count or restricting one's ability to customize said button-use. None of that is affected by the option for consolidation of mutually exclusive actions (or, like Disembowel after Vorpal, what would be mutually exclusive within any remotely proper play).



Which makes it a really odd point of discussion to go at emotional length into when replying to someone who explicitly made it *just* about the 12(3).
The problem is that the game is dying a death by a thousand cuts. When you take any one of the "streamlining" changes that were implemented since Shb and look at it in a vacuum, it looks fine, but when you look at the big picture - the game is just boring as hell now because so many features and points of friction have been stripped away and eroded over time.

We're at the point where the game absolutely cannot afford to be further simplified. It needs a lot of the old complexity brought back.