If we go by that logic then 90% of our kits serve no purpose and could safely be removed.
Why do we need 4 different oGCDs that are just "does X potency with Y cooldown"?
Why do we need 5 different GCD "finishers" that are just "does X potency with Y cooldown" with the occasional restriction that you need to press an oGCD first to unlock it?
With very few exceptions they have no interactions with each other, just a random assortment of "press to do damage". They're just slotted somewhere into our burst windows because it's more damage, that's their only purpose.
And I'm not a Samurai main so ultimately I don't care either way, but Kaiten served more of an actual gameplay purpose than most of our completely disconnected "does X potency with Y seconds cooldown"-buttons ever did.


90%? that is a little hyperbolic, but you are correct.If we go by that logic then 90% of our kits serve no purpose and could safely be removed.
Why do we need 4 different oGCDs that are just "does X potency with Y cooldown"?
Why do we need 5 different GCD "finishers" that are just "does X potency with Y cooldown" with the occasional restriction that you need to press an oGCD first to unlock it?.
by having already so many buttons just to do damage is the reason stuff like kaiten has no place to exist.
The samurai Core rotation requires already 6 buttons, if you reduced that to 3-4, you could free space for additional complexity.




Ultimately, if that's the logic, then we could reduce the "bloat" down to 1 button like healers. The whole point is the "feel of powering up an attack" before using it, which is similarly what combos kind of are.
It's perfectly valid for there to be a combat system that has more of a focus on utility and where the damage buttons are bare minimum ie. knife slash, knife throw, kick stun, a medical kit, jump, sprint... just a few buttons that you actually need.
But this game having so many damage buttons, it's more about how they feel, their animation and their sound, and navigating the sheer number of them without pressing them wrong or in the wrong order - which obviously they've made easier to get right but it's still something you can mess up.
A proper fighting game may have takedowns, blocks and other moves, or football games may have tackles. But the feedback in this game doesn't work like that because a boss just stands there and doesn't acknowledge it, so your "takedowns, blocks and tackles" just get ignored by the boss and manifest as lower HP for the boss, buffs and debuffs.



I've been trying to say this for a while. This game doesn't fully function like an action combat game and rotational complexity's half of what's supposed to make the gameplay interesting. If that's not what one wants there are other MMOs out there that offer it.But this game having so many damage buttons, it's more about how they feel, their animation and their sound, and navigating the sheer number of them without pressing them wrong or in the wrong order - which obviously they've made easier to get right but it's still something you can mess up.
A proper fighting game may have takedowns, blocks and other moves, or football games may have tackles. But the feedback in this game doesn't work like that because a boss just stands there and doesn't acknowledge it, so your "takedowns, blocks and tackles" just get ignored by the boss and manifest as lower HP for the boss, buffs and debuffs.
And that's kinda why removing all the skill interactions like they have been is a problem. When the most depth the new skills we got offer is "using skill A turns it into skill B" while simultaneously removing any deeper skill interactions and further converging every job to a burster, a lot of things that used to be more interesting do end up being bloat even to our eyes.


Yes, i understand that and i agree, but when you already have like 15 buttons just to do DAMAGE, you can't have additional buttons to power up said buttons,Ultimately, if that's the logic, then we could reduce the "bloat" down to 1 button like healers. The whole point is the "feel of powering up an attack" before using it, which is similarly what combos kind of are.
It's perfectly valid for there to be a combat system that has more of a focus on utility and where the damage buttons are bare minimum ie. knife slash, knife throw, kick stun, a medical kit, jump, sprint... just a few buttons that you actually need.
But this game having so many damage buttons, it's more about how they feel, their animation and their sound, and navigating the sheer number of them without pressing them wrong or in the wrong order - which obviously they've made easier to get right but it's still something you can mess up.
A proper fighting game may have takedowns, blocks and other moves, or football games may have tackles. But the feedback in this game doesn't work like that because a boss just stands there and doesn't acknowledge it, so your "takedowns, blocks and tackles" just get ignored by the boss and manifest as lower HP for the boss, buffs and debuffs.
I don't like hat you all think "then just reduce it down to spamming 1 button" , that is not what my point is.
Especially the worse and new players suffer a lot from the button bloat, because not everyone can handle so many keybinds or has the right hardware to support that on a keyboard & mouse.
It is mainly an accessibility problem, how many hotkeys kan you handle comfortably? 10? 15? 20? some jobs have over 30, which is just obscene.
also healers got more than one button, so dont be silly.
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